--- deliantra/server/common/object.C 2006/12/13 00:42:03 1.65 +++ deliantra/server/common/object.C 2018/11/17 23:33:17 1.365 @@ -1,85 +1,116 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ - -/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. - sub/add_weight will transcend the environment updating the carrying - variable. */ #include #include #include #include #include -#include -#include +#include -int nrofallocobjects = 0; -static UUID uuid; -const uint64 UUID_SKIP = 1<<19; +#include -object *active_objects; /* List of active objects that need to be processed */ - -short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, - 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 -}; -short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, - -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 +UUID UUID::cur; +static uint64_t seq_next_save; +static const uint64 UUID_GAP = 1<<19; +uint32_t mapspace::smellcount = 10000; + +objectvec objects; +activevec actives; + +freelist_item *object::freelist; +uint32_t object::object_count; +uint32_t object::free_count; +uint32_t object::create_count; +uint32_t object::destroy_count; + +//+GPL + +int freearr_x[SIZEOFFREE] = { + 0, + 0, 1, 1, 1, 0, -1, -1, -1, + 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, + 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 }; -int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, - 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 +int freearr_y[SIZEOFFREE] = { + 0, + -1, -1, 0, 1, 1, 1, 0, -1, + -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, + -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 }; int freedir[SIZEOFFREE] = { - 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, - 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 + 0, + 1, 2, 3, 4, 5, 6, 7, 8, + 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, + 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 }; -static void -write_uuid (void) -{ - char filename1[MAX_BUF], filename2[MAX_BUF]; - - sprintf (filename1, "%s/uuid", settings.localdir); - sprintf (filename2, "%s/uuid~", settings.localdir); - - FILE *fp; +static int maxfree[SIZEOFFREE] = { + 0, + 9, 10, 13, 14, 17, 18, 21, 22, + 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, + 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 +}; - if (!(fp = fopen (filename2, "w"))) - { - LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); - return; - } +const char *wall_suffix[16] = { + "0", + "1_3", + "1_4", + "2_1_2", + "1_2", + "2_2_4", + "2_2_1", + "3_1", + "1_1", + "2_2_3", + "2_2_2", + "3_3", + "2_1_1", + "3_4", + "3_2", + "4" +}; - fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); - fclose (fp); - rename (filename2, filename1); +static void +write_uuid (uval64 skip, bool sync) +{ + CALL_BEGIN (2); + CALL_ARG_SV (newSVval64 (skip)); + CALL_ARG_SV (boolSV (sync)); + CALL_CALL ("cf::write_uuid", G_DISCARD); + CALL_END; } static void -read_uuid (void) +read_uuid () { char filename[MAX_BUF]; sprintf (filename, "%s/uuid", settings.localdir); + seq_next_save = 0; + FILE *fp; if (!(fp = fopen (filename, "r"))) @@ -87,8 +118,8 @@ if (errno == ENOENT) { LOG (llevInfo, "RESET uid to 1\n"); - uuid.seq = 0; - write_uuid (); + UUID::cur.seq = 0; + write_uuid (UUID_GAP, true); return; } @@ -96,86 +127,137 @@ _exit (1); } - int version; - unsigned long long uid; - if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) + char buf [UUID::MAX_LEN]; + buf[0] = 0; + fgets (buf, sizeof (buf), fp); + + if (!UUID::cur.parse (buf)) { - LOG (llevError, "FATAL: error reading uid from %s!\n", filename); + LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf); _exit (1); } - uuid.seq = uid; - write_uuid (); - LOG (llevDebug, "read UID: %" PRId64 "\n", uid); + LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); + + write_uuid (UUID_GAP, true); fclose (fp); } UUID -gen_uuid () +UUID::gen () { UUID uid; - uid.seq = ++uuid.seq; + uid.seq = ++cur.seq; + + if (expect_false (cur.seq >= seq_next_save)) + { + seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); + write_uuid (UUID_GAP, false); + } - if (!(uuid.seq & (UUID_SKIP - 1))) - write_uuid (); return uid; } void -init_uuid () +UUID::init () { read_uuid (); } -/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ -static int -compare_ob_value_lists_one (const object *wants, const object *has) +bool +UUID::parse (const char *s) { - key_value *wants_field; + if (*s++ != '<' || *s++ != '1' || *s++ != '.') + return false; - /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both - * objects with lists are rare, and lists stay short. If not, use a - * different structure or at least keep the lists sorted... - */ + seq = 0; - /* For each field in wants, */ - for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) + while (*s != '>') { - key_value *has_field; + if (*s < '0') + return false; - /* Look for a field in has with the same key. */ - has_field = get_ob_key_link (has, wants_field->key); + // this gives nice branchless code with gcc + assert ('0' < 'a' && '0' == 48 && 'a' == 97); + int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15; - if (has_field == NULL) - { - /* No field with that name. */ - return FALSE; - } + seq = (seq << 4) | digit; - /* Found the matching field. */ - if (has_field->value != wants_field->value) - { - /* Values don't match, so this half of the comparison is false. */ - return FALSE; - } + ++s; + } + + return true; +} + +char * +UUID::append (char *buf) const +{ + *buf++ = '<'; + *buf++ = '1'; + *buf++ = '.'; + + uint64_t seq = this->seq; + const int bits = 64; + char nz = 0; + static const char tohex [] = "0123456789abcdef"; + + // assert (len >= 3 + bits / 4 + 1 + 1); + for (int i = bits / 4; --i; ) + { + uint8_t digit = seq >> (bits - 4); - /* If we get here, we found a match. Now for the next field in wants. */ + *buf = tohex [digit]; + nz |= digit; + buf += nz ? 1 : 0; + seq <<= 4; } + // last digit is special - always emit + uint8_t digit = seq >> (bits - 4); + *buf++ = tohex [digit]; + + *buf++ = '>'; + + return buf; +} + +char * +UUID::c_str () const +{ + static char buf [MAX_LEN]; + *append (buf) = 0; + return buf; +} + +/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ +static bool +compare_ob_value_lists_one (const object *wants, const object *has) +{ + /* n-squared behaviour (see kv.get), but I'm hoping both + * objects with lists are rare, and lists stay short. If not, use a + * different structure or at least keep the lists sorted... + */ + + /* For each field in wants, */ + for (key_value *kv = wants->kv.first; kv; kv = kv->next) + if (has->kv.get (kv->key) != kv->value) + return false; + /* If we get here, every field in wants has a matching field in has. */ - return TRUE; + return true; } /* Returns TRUE if ob1 has the same key_values as ob2. */ -static int +static bool compare_ob_value_lists (const object *ob1, const object *ob2) { /* However, there may be fields in has which aren't partnered in wants, * so we need to run the comparison *twice*. :( */ - return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); + return compare_ob_value_lists_one (ob1, ob2) + && compare_ob_value_lists_one (ob2, ob1); } /* Function examines the 2 objects given to it, and returns true if @@ -185,103 +267,104 @@ * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * - * Check nrof variable *before* calling CAN_MERGE() + * Check nrof variable *before* calling can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight */ - -bool object::can_merge (object *ob1, object *ob2) +bool object::can_merge_slow (object *ob1, object *ob2) { - /* A couple quicksanity checks */ - if ((ob1 == ob2) || (ob1->type != ob2->type)) + /* A couple quick sanity checks */ + if (ob1 == ob2 + || ob1->type != ob2->type + || ob1->value != ob2->value + || ob1->name != ob2->name + || ob1->custom_name != ob2->custom_name + || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) return 0; - if (ob1->speed != ob2->speed) - return 0; - - /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that - * value could not be stored in a sint32 (which unfortunately sometimes is - * used to store nrof). - */ - if (ob1->nrof + ob2->nrof >= 1UL << 31) + /* Do not merge objects if nrof would overflow, assume nrof + * is always 0 .. 2**31-1 */ + if (ob1->nrof > 0x7fffffff - ob2->nrof) return 0; /* If the objects have been identified, set the BEEN_APPLIED flag. - * This is to the comparison of the flags below will be OK. We + * This is to the comparison of the flags below will be OK. We * just can't ignore the been applied or identified flags, as they * are not equal - just if it has been identified, the been_applied * flags lose any meaning. */ - if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) - SET_FLAG (ob1, FLAG_BEEN_APPLIED); + if (ob1->flag [FLAG_IDENTIFIED]) + ob1->set_flag (FLAG_BEEN_APPLIED); - if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) - SET_FLAG (ob2, FLAG_BEEN_APPLIED); + if (ob2->flag [FLAG_IDENTIFIED]) + ob2->set_flag (FLAG_BEEN_APPLIED); + if (ob1->arch->archname != ob2->arch->archname + || ob1->name != ob2->name + || ob1->title != ob2->title + || ob1->msg != ob2->msg + || ob1->weight != ob2->weight + || ob1->attacktype != ob2->attacktype + || ob1->magic != ob2->magic + || ob1->slaying != ob2->slaying + || ob1->skill != ob2->skill + || ob1->value != ob2->value + || ob1->animation_id != ob2->animation_id + || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other + || ob1->client_type != ob2->client_type + || ob1->material != ob2->material + || ob1->lore != ob2->lore + || ob1->subtype != ob2->subtype + || ob1->move_type != ob2->move_type + || ob1->move_block != ob2->move_block + || ob1->move_allow != ob2->move_allow + || ob1->move_on != ob2->move_on + || ob1->move_off != ob2->move_off + || ob1->move_slow != ob2->move_slow + || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f) + || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) + || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) + return 0; - /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something - * being locked in inventory should prevent merging. - * 0x4 in flags3 is CLIENT_SENT - */ - if ((ob1->arch != ob2->arch) || - (ob1->flags[0] != ob2->flags[0]) || - (ob1->flags[1] != ob2->flags[1]) || - ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) || - ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || - (ob1->name != ob2->name) || - (ob1->title != ob2->title) || - (ob1->msg != ob2->msg) || - (ob1->weight != ob2->weight) || - (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || - (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || - (ob1->attacktype != ob2->attacktype) || - (ob1->magic != ob2->magic) || - (ob1->slaying != ob2->slaying) || - (ob1->skill != ob2->skill) || - (ob1->value != ob2->value) || - (ob1->animation_id != ob2->animation_id) || - (ob1->client_type != ob2->client_type) || - (ob1->materialname != ob2->materialname) || - (ob1->lore != ob2->lore) || - (ob1->subtype != ob2->subtype) || - (ob1->move_type != ob2->move_type) || - (ob1->move_block != ob2->move_block) || - (ob1->move_allow != ob2->move_allow) || - (ob1->move_on != ob2->move_on) || - (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) + if ((ob1->flag ^ ob2->flag) + .reset (FLAG_INV_LOCKED) + .reset (FLAG_REMOVED) + .any ()) return 0; - /* This is really a spellbook check - really, we should - * check all objects in the inventory. + /* This is really a spellbook check - we should in general + * not merge objects with real inventories, as splitting them + * is hard. */ if (ob1->inv || ob2->inv) { - /* if one object has inventory but the other doesn't, not equiv */ - if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) - return 0; + if (!(ob1->inv && ob2->inv)) + return 0; /* inventories differ in length */ - /* Now check to see if the two inventory objects could merge */ - if (!CAN_MERGE (ob1->inv, ob2->inv)) - return 0; + if (ob1->inv->below || ob2->inv->below) + return 0; /* more than one object in inv */ + + if (!object::can_merge (ob1->inv, ob2->inv)) + return 0; /* inventory objects differ */ /* inventory ok - still need to check rest of this object to see * if it is valid. */ } - /* Don't merge objects that are applied. With the new 'body' code, + /* Don't merge objects that are applied. With the new 'body' code, * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ - if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) + if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) return 0; - /* Note sure why the following is the case - either the object has to - * be animated or have a very low speed. Is this an attempted monster + /* Not sure why the following is the case - either the object has to + * be animated or have a very low speed. Is this an attempted monster * check? */ - if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) + if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) return 0; switch (ob1->type) @@ -292,90 +375,147 @@ break; } - if (ob1->key_values != NULL || ob2->key_values != NULL) + if (!ob1->kv.empty () || !ob2->kv.empty ()) { /* At least one of these has key_values. */ - if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) - /* One has fields, but the other one doesn't. */ - return 0; - else if (!compare_ob_value_lists (ob1, ob2)) + if (ob1->kv.empty () != ob2->kv.empty ()) + return 0; /* One has fields, but the other one doesn't. */ + + if (!compare_ob_value_lists (ob1, ob2)) return 0; } - //TODO: generate an event or call into perl for additional checks if (ob1->self || ob2->self) { ob1->optimise (); ob2->optimise (); if (ob1->self || ob2->self) - return 0; + { + int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; + int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; + + if (k1 != k2) + return 0; + + if (k1 == 0) + return 1; + + if (!cfperl_can_merge (ob1, ob2)) + return 0; + } } /* Everything passes, must be OK. */ return 1; } -/* - * sum_weight() is a recursive function which calculates the weight - * an object is carrying. It goes through in figures out how much - * containers are carrying, and sums it up. - */ -long -sum_weight (object *op) +// find player who can see this object +object * +object::visible_to () const { - long sum; - object *inv; - - for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) + if (client_visible () && !flag [FLAG_REMOVED]) { - if (inv->inv) - sum_weight (inv); - sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); + // see if we are in a container of sorts + if (env) + { + // the player inventory itself is always visible + if (env->is_player ()) + return env; + + // else a player could have our env open + object *envest = env->outer_env_or_self (); + + // the player itself is always on a map, so we will find him here + // even if our inv is in a player. + if (envest->is_on_map ()) + if (object *pl = envest->ms ().player ()) + if (pl->container_ () == env) + return pl; + } + else + { + // maybe there is a player standing on the same mapspace + // this will catch the case where "this" is a player + if (object *pl = ms ().player ()) + if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look) + || pl->container_ () == this) + return pl; + } } - if (op->type == CONTAINER && op->stats.Str) - sum = (sum * (100 - op->stats.Str)) / 100; + return 0; +} - if (op->carrying != sum) - op->carrying = sum; +// adjust weight per container type ("of holding") +static weight_t +weight_adjust_for (object *op, weight_t weight) +{ + if (op->type == CONTAINER) + weight -= weight * op->stats.Str / 100; - return sum; + return weight; } -/** - * Return the outermost environment object for a given object. +/* + * subtracts, then adds, the specified weight to an object, + * and also updates how much the environment(s) is/are carrying. */ - -object * -object_get_env_recursive (object *op) +static void +adjust_weight (object *op, weight_t sub, weight_t add) { - while (op->env != NULL) - op = op->env; - return op; + while (op) + { + weight_t carrying = (weight_t)op->carrying + - weight_adjust_for (op, sub) + + weight_adjust_for (op, add); + + sub = op->carrying; + op->carrying = carrying; + add = op->carrying; + + if (object *pl = op->visible_to ()) + if (pl != op) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, op); + + op = op->env; + } } /* - * Eneq(@csd.uu.se): Since we can have items buried in a character we need - * a better check. We basically keeping traversing up until we can't - * or find a player. + * this is a recursive function which calculates the weight + * an object is carrying. It goes through op and figures out how much + * containers are carrying, and sums it up. */ - -object * -is_player_inv (object *op) +void +object::update_weight () { - for (; op != NULL && op->type != PLAYER; op = op->env) - if (op->env == op) - op->env = NULL; - return op; + weight_t sum = 0; + + for (object *op = inv; op; op = op->below) + { + op->update_weight (); + + sum += weight_adjust_for (this, op->total_weight ()); + } + + if (sum != carrying) + { + if (carrying != sum && carrying)//D + LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n", + (long long)sum, (long long)carrying, debug_desc ()); + + carrying = sum; + + if (object *pl = visible_to ()) + if (pl != this) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, this); + } } /* - * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. - * Some error messages. - * The result of the dump is stored in the static global errmsg array. + * Used by: Server DM commands: dumpbelow, dump. Some error messages. */ - char * dump_object (object *op) { @@ -383,40 +523,41 @@ return strdup ("[NULLOBJ]"); object_freezer freezer; - save_object (freezer, op, 3); + op->write (freezer); return freezer.as_string (); } +char * +object::as_string () +{ + return dump_object (this); +} + /* - * get_nearest_part(multi-object, object 2) returns the part of the - * multi-object 1 which is closest to the second object. - * If it's not a multi-object, it is returned. + * Returns the object which has the count-variable equal to the argument. + * VERRRY slow. */ - object * -get_nearest_part (object *op, const object *pl) +find_object (tag_t i) { - object *tmp, *closest; - int last_dist, i; + for_all_objects (op) + if (op->count == i) + return op; - if (op->more == NULL) - return op; - for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) - if ((i = distance (tmp, pl)) < last_dist) - closest = tmp, last_dist = i; - return closest; + return 0; } /* - * Returns the object which has the count-variable equal to the argument. + * Returns the object which has the uuid equal to the argument. + * MOAR VERRRY slow. */ object * -find_object (tag_t i) +find_object_uuid (UUID i) { - for (object *op = object::first; op; op = op->next) - if (op->count == i) - return op; + for_all_objects (op) + if (op->uuid == i) + return op; return 0; } @@ -426,106 +567,39 @@ * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" */ - object * find_object_name (const char *str) { shstr_cmp str_ (str); - object *op; - - for (op = object::first; op != NULL; op = op->next) - if (op->name == str_) - break; - return op; -} + if (str_) + for_all_objects (op) + if (op->name == str_) + return op; -void -free_all_object_data () -{ - LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); + return 0; } /* * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. + * ACTUALLY NO! investigate! TODO */ void object::set_owner (object *owner) { - if (!owner) - return; - - /* next line added to allow objects which own objects */ - /* Add a check for ownercounts in here, as I got into an endless loop - * with the fireball owning a poison cloud which then owned the - * fireball. I believe that was caused by one of the objects getting - * freed and then another object replacing it. Since the ownercounts - * didn't match, this check is valid and I believe that cause is valid. - */ - while (owner->owner) - owner = owner->owner; + // allow objects which own objects + if (owner) + while (owner->owner) + owner = owner->owner; - this->owner = owner; -} - -/* Zero the key_values on op, decrementing the shared-string - * refcounts and freeing the links. - */ -static void -free_key_values (object *op) -{ - for (key_value *i = op->key_values; i != 0;) + if (flag [FLAG_FREED]) { - key_value *next = i->next; - delete i; - - i = next; + LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); + return; } - op->key_values = 0; -} - -void object::clear () -{ - attachable_base::clear (); - - free_key_values (this); - - owner = 0; - name = 0; - name_pl = 0; - title = 0; - race = 0; - slaying = 0; - skill = 0; - msg = 0; - lore = 0; - custom_name = 0; - materialname = 0; - contr = 0; - below = 0; - above = 0; - inv = 0; - container = 0; - env = 0; - more = 0; - head = 0; - map = 0; - active_next = 0; - active_prev = 0; - - memset (static_cast(this), 0, sizeof (object_pod)); - - SET_FLAG (this, FLAG_REMOVED); - - /* What is not cleared is next, prev, and count */ - - expmul = 1.0; - face = blank_face; - - if (settings.casting_time) - casting_time = -1; + this->owner = owner; } /* @@ -539,55 +613,38 @@ void object::copy_to (object *dst) { - bool is_freed = QUERY_FLAG (dst, FLAG_FREED); - bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); - + dst->remove (); *(object_copy *)dst = *this; - *(object_pod *)dst = *this; - - if (self || cb) - INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); - - if (is_freed) - SET_FLAG (dst, FLAG_FREED); - - if (is_removed) - SET_FLAG (dst, FLAG_REMOVED); - - if (speed < 0) - dst->speed_left = speed_left - RANDOM () % 200 / 100.0; - /* Copy over key_values, if any. */ - if (key_values) - { - key_value *tail = 0; - key_value *i; + // maybe move to object_copy? + dst->kv = kv; - dst->key_values = 0; + dst->flag [FLAG_REMOVED] = true; + dst->activate (); +} - for (i = key_values; i; i = i->next) - { - key_value *new_link = new key_value; +void +object::instantiate () +{ + if (!uuid.seq) // HACK + uuid = UUID::gen (); - new_link->next = 0; - new_link->key = i->key; - new_link->value = i->value; + // TODO: unclean state changes, should not be done in copy_to AND instantiate + if (flag [FLAG_RANDOM_SPEED] && speed) + speed_left = - speed - rndm (); // TODO animation + else + speed_left = -1.; - /* Try and be clever here, too. */ - if (!dst->key_values) - { - dst->key_values = new_link; - tail = new_link; - } - else - { - tail->next = new_link; - tail = new_link; - } - } - } + /* copy the body_info to the body_used - this is only really + * need for monsters, but doesn't hurt to do it for everything. + * by doing so, when a monster is created, it has good starting + * values for the body_used info, so when items are created + * for it, they can be properly equipped. + */ + for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) + slot[i].used = slot[i].info; - update_ob_speed (dst); + attachable::instantiate (); } object * @@ -595,6 +652,12 @@ { object *neu = create (); copy_to (neu); + + // TODO: unclean state changes, should not be done in clone AND instantiate + if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed) + neu->speed_left = - neu->speed - rndm (); // TODO animation + + neu->map = map; // not copied by copy_to return neu; } @@ -603,12 +666,12 @@ * to the closest player being on the other side, this function can * be called to update the face variable, _and_ how it looks on the map. */ - void update_turn_face (object *op) { - if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) + if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) return; + SET_ANIMATION (op, op->direction); update_object (op, UP_OBJ_FACE); } @@ -619,101 +682,18 @@ * This function needs to be called whenever the speed of an object changes. */ void -update_ob_speed (object *op) +object::set_speed (float speed) { - extern int arch_init; - - /* No reason putting the archetypes objects on the speed list, - * since they never really need to be updated. - */ - - if (QUERY_FLAG (op, FLAG_FREED) && op->speed) - { - LOG (llevError, "Object %s is freed but has speed.\n", &op->name); -#ifdef MANY_CORES - abort (); -#else - op->speed = 0; -#endif - } + this->speed = speed; - if (arch_init) - return; - - if (FABS (op->speed) > MIN_ACTIVE_SPEED) - { - /* If already on active list, don't do anything */ - if (op->active_next || op->active_prev || op == active_objects) - return; - - /* process_events() expects us to insert the object at the beginning - * of the list. */ - op->active_next = active_objects; - - if (op->active_next != NULL) - op->active_next->active_prev = op; - - active_objects = op; - } + if (has_active_speed ()) + activate (); else - { - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) - return; - - if (op->active_prev == NULL) - { - active_objects = op->active_next; - - if (op->active_next != NULL) - op->active_next->active_prev = NULL; - } - else - { - op->active_prev->active_next = op->active_next; - - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - - op->active_next = NULL; - op->active_prev = NULL; - } -} - -/* This function removes object 'op' from the list of active - * objects. - * This should only be used for style maps or other such - * reference maps where you don't want an object that isn't - * in play chewing up cpu time getting processed. - * The reverse of this is to call update_ob_speed, which - * will do the right thing based on the speed of the object. - */ -void -remove_from_active_list (object *op) -{ - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) - return; - - if (op->active_prev == NULL) - { - active_objects = op->active_next; - if (op->active_next != NULL) - op->active_next->active_prev = NULL; - } - else - { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - op->active_next = NULL; - op->active_prev = NULL; + deactivate (); } /* - * update_object() updates the array which represents the map. + * update_object() updates the the map. * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) @@ -722,10 +702,6 @@ * updating that window, though, since update_object() is called _often_) * * action is a hint of what the caller believes need to be done. - * For example, if the only thing that has changed is the face (due to - * an animation), we don't need to call update_position until that actually - * comes into view of a player. OTOH, many other things, like addition/removal - * of walls or living creatures may need us to update the flags now. * current action are: * UP_OBJ_INSERT: op was inserted * UP_OBJ_REMOVE: op was removed @@ -733,21 +709,17 @@ * as that is easier than trying to look at what may have changed. * UP_OBJ_FACE: only the objects face has changed. */ - void update_object (object *op, int action) { - int update_now = 0, flags; - MoveType move_on, move_off, move_block, move_slow; - - if (op == NULL) + if (!op) { /* this should never happen */ - LOG (llevDebug, "update_object() called for NULL object.\n"); + LOG (llevError | logBacktrace, "update_object() called for NULL object.\n"); return; } - if (op->env != NULL) + if (!op->is_on_map ()) { /* Animation is currently handled by client, so nothing * to do in this case. @@ -755,14 +727,8 @@ return; } - /* If the map is saving, don't do anything as everything is - * going to get freed anyways. - */ - if (!op->map || op->map->in_memory == MAP_SAVING) - return; - /* make sure the object is within map boundaries */ - if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) + if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) { LOG (llevError, "update_object() called for object out of map!\n"); #ifdef MANY_CORES @@ -771,253 +737,337 @@ return; } - flags = GET_MAP_FLAGS (op->map, op->x, op->y); - SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE); - move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); - move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); - move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y); - - if (action == UP_OBJ_INSERT) - { - if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) - update_now = 1; - - if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) - update_now = 1; + mapspace &m = op->ms (); - if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) - update_now = 1; - - if (op->type == SAFE_GROUND && !(flags & P_SAFE)) - update_now = 1; - - if ((move_on | op->move_on) != move_on) - update_now = 1; - - if ((move_off | op->move_off) != move_off) - update_now = 1; - - /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. - */ - if (((move_block | op->move_block) & ~op->move_allow) != move_block) - update_now = 1; - - if ((move_slow | op->move_slow) != move_slow) - update_now = 1; + if (!(m.flags_ & P_UPTODATE)) + m.update_up (); // nothing to do except copy up + else if (action == UP_OBJ_INSERT) + { +#if 0 + // this is likely overkill, TODO: revisit (schmorp) + if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) + || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC)) + || (op->is_player () && !(m.flags_ & P_PLAYER)) + || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) + || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE)) + || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) + || (m.move_on | op->move_on ) != m.move_on + || (m.move_off | op->move_off ) != m.move_off + || (m.move_slow | op->move_slow) != m.move_slow + /* This isn't perfect, but I don't expect a lot of objects to + * have move_allow right now. + */ + || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block + m.invalidate (); +#else + // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) + m.invalidate (); +#endif } - - /* if the object is being removed, we can't make intelligent - * decisions, because remove_ob can't really pass the object - * that is being removed. - */ + /* if the object is being removed, we can't make intelligent + * decisions, because remove_ob can't really pass the object + * that is being removed. + */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) - update_now = 1; + m.invalidate (); else if (action == UP_OBJ_FACE) - /* Nothing to do for that case */ ; + m.update_up (); // nothing to do for that case, except copy up else LOG (llevError, "update_object called with invalid action: %d\n", action); - if (update_now) - { - SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); - update_position (op->map, op->x, op->y); - } - - if (op->more != NULL) + if (op->more) update_object (op->more, action); } -object::vector object::mortals; -object::vector object::objects; // not yet used -object *object::first; - -void object::free_mortals () -{ - for (AUTODECL (i, mortals.begin ()); i != mortals.end ();) - if ((*i)->refcnt) - ++i; // further delay freeing - else - { - delete *i; - mortals.erase (i); - } -} - object::object () { - SET_FLAG (this, FLAG_REMOVED); + this->set_flag (FLAG_REMOVED); - expmul = 1.0; - face = blank_face; + //expmul = 1.0; declared const for the time being + face = blank_face; + material = MATERIAL_NULL; } object::~object () { - free_key_values (this); + unlink (); + + kv.clear (); } void object::link () { - count = ++ob_count; - uuid = gen_uuid (); + assert (!index);//D + uuid = UUID::gen (); - prev = 0; - next = object::first; + refcnt_inc (); + objects.insert (this); - if (object::first) - object::first->prev = this; + ++create_count; - object::first = this; } void object::unlink () { - if (this == object::first) - object::first = next; + if (!index) + return; - /* Remove this object from the list of used objects */ - if (prev) prev->next = next; - if (next) next->prev = prev; + ++destroy_count; - prev = 0; - next = 0; + objects.erase (this); + refcnt_dec (); } -object *object::create () +void +object::activate () { - object *op = new object; - op->link (); - return op; + /* If already on active list, don't do anything */ + if (active) + return; + + if (has_active_speed ()) + { + if (flag [FLAG_FREED]) + LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D + + actives.insert (this); + } } -/* - * free_object() frees everything allocated by an object, removes - * it from the list of used objects, and puts it on the list of - * free objects. The IS_FREED() flag is set in the object. - * The object must have been removed by remove_ob() first for - * this function to succeed. - * - * If destroy_inventory is set, free inventory as well. Else drop items in - * inventory to the ground. +void +object::activate_recursive () +{ + activate (); + + for (object *op = inv; op; op = op->below) + op->activate_recursive (); +} + +/* This function removes object 'op' from the list of active + * objects. + * This should only be used for style maps or other such + * reference maps where you don't want an object that isn't + * in play chewing up cpu time getting processed. + * The reverse of this is to call update_ob_speed, which + * will do the right thing based on the speed of the object. */ -void object::destroy (bool destroy_inventory) +void +object::deactivate () { - if (QUERY_FLAG (this, FLAG_FREED)) + /* If not on the active list, nothing needs to be done */ + if (!active) return; - if (QUERY_FLAG (this, FLAG_FRIENDLY)) - remove_friendly_object (this); + actives.erase (this); +} - if (!QUERY_FLAG (this, FLAG_REMOVED)) - remove (); +void +object::deactivate_recursive () +{ + for (object *op = inv; op; op = op->below) + op->deactivate_recursive (); - SET_FLAG (this, FLAG_FREED); + deactivate (); +} - if (more) +void +object::set_flag_inv (int flag, int value) +{ + for (object *op = inv; op; op = op->below) { - more->destroy (destroy_inventory); - more = 0; + op->flag [flag] = value; + op->set_flag_inv (flag, value); } +} - if (inv) +/* + * Remove and free all objects in the inventory of the given object. + * object.c ? + */ +void +object::destroy_inv (bool drop_to_ground) +{ + // need to check first, because the checks below might segfault + // as we might be on an invalid mapspace and crossfire code + // is too buggy to ensure that the inventory is empty. + // corollary: if you create arrows etc. with stuff in its inventory, + // cf will crash below with off-map x and y + if (!inv) + return; + + /* Only if the space blocks everything do we not process - + * if some form of movement is allowed, let objects + * drop on that space. + */ + if (!drop_to_ground + || !map + || !map->linkable () + || map->no_drop + || ms ().move_block == MOVE_ALL) { - /* Only if the space blocks everything do we not process - - * if some form of movement is allowed, let objects - * drop on that space. - */ - if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) + while (inv) + inv->destroy (); + } + else + { /* Put objects in inventory onto this space */ + while (inv) { object *op = inv; - while (op) - { - object *tmp = op->below; - op->destroy (destroy_inventory); - op = tmp; - } + if (op->flag [FLAG_STARTEQUIP] + || op->flag [FLAG_NO_DROP] + || op->type == RUNE + || op->type == TRAP + || op->flag [FLAG_IS_A_TEMPLATE] + || op->flag [FLAG_DESTROY_ON_DEATH]) + op->destroy (); + else + map->insert (op, x, y); } - else - { /* Put objects in inventory onto this space */ - object *op = inv; + } +} - while (op) - { - object *tmp = op->below; +/* + * Remove and free all objects in the inventory of the given object. + * Unlike destroy_inv, this assumes the *this is destroyed as well + * well, so we can (and have to!) take shortcuts. + */ +void +object::destroy_inv_fast () +{ + while (object *op = inv) + { + // remove from object the fast way + op->flag [FLAG_REMOVED] = true; + op->env = 0; + if ((inv = inv->below)) + inv->above = 0; - op->remove (); + // then destroy + op->destroy (); + } +} - if (QUERY_FLAG (op, FLAG_STARTEQUIP) - || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) - op->destroy (); - else - { - op->x = x; - op->y = y; - insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ - } +void +object::freelist_free (int count) +{ + while (count-- && freelist) + { + freelist_item *next = freelist->next; + // count is being "destroyed" - op = tmp; - } - } + sfree ((char *)freelist, sizeof (object)); + + freelist = next; + --free_count; } +} - // hack to ensure that freed objects still have a valid map - { - static maptile *freed_map; // freed objects are moved here to avoid crashes +object * +object::create () +{ + object *op; - if (!freed_map) - { - freed_map = new maptile; + if (freelist) + { + freelist_item li = *freelist; + memset (freelist, 0, sizeof (object)); - freed_map->name = "/internal/freed_objects_map"; - freed_map->width = 3; - freed_map->height = 3; + op = new (freelist) object; + op->count = li.count; - freed_map->allocate (); - } + freelist = li.next; + --free_count; + } + else + { + void *ni = salloc0 (sizeof (object)); - map = freed_map; - x = 1; - y = 1; - } - - // clear those pointers that likely might have circular references to us - owner = 0; - enemy = 0; - attacked_by = 0; - - // only relevant for players(?), but make sure of it anyways - contr = 0; - - /* Remove object from the active list */ - speed = 0; - update_ob_speed (this); + op = new(ni) object; - unlink (); + op->count = ++object_count; + } - mortals.push_back (this); + op->link (); + + return op; +} + +void +object::do_delete () +{ + uint32_t count = this->count; + + this->~object (); + + freelist_item *li = (freelist_item *)this; + li->next = freelist; + li->count = count; + + freelist = li; + ++free_count; } -/* - * sub_weight() recursively (outwards) subtracts a number from the - * weight of an object (and what is carried by it's environment(s)). - */ void -sub_weight (object *op, signed long weight) +object::do_destroy () { - while (op != NULL) + if (flag [FLAG_IS_LINKED]) + remove_link (); + + if (flag [FLAG_FRIENDLY]) + remove_friendly_object (this); + + remove (); + + attachable::do_destroy (); + + deactivate (); + unlink (); + + flag [FLAG_FREED] = 1; + + // hack to ensure that freed objects still have a valid map + map = &freed_map; + x = 1; + y = 1; + + if (more) { - if (op->type == CONTAINER) - weight = (signed long) (weight * (100 - op->stats.Str) / 100); + more->destroy (); + more = 0; + } - op->carrying -= weight; - op = op->env; + head = 0; + + // clear those pointers that likely might cause circular references + owner = 0; + enemy = 0; + attacked_by = 0; + current_weapon = 0; +} + +void +object::destroy () +{ + if (destroyed ()) + return; + + if (!is_head () && !head->destroyed ()) + { + LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); + head->destroy (); + return; } + + destroy_inv_fast (); + + if (is_head ()) + if (sound_destroy) + play_sound (sound_destroy); + else if (flag [FLAG_MONSTER]) + play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism + + attachable::destroy (); } /* op->remove (): @@ -1026,157 +1076,147 @@ * object will have no environment. If the object previously had an * environment, the x and y coordinates will be updated to * the previous environment. - * Beware: This function is called from the editor as well! */ void -object::remove () +object::do_remove () { - object *tmp, *last = 0; - object *otmp; - - int check_walk_off; - - if (QUERY_FLAG (this, FLAG_REMOVED)) + if (flag [FLAG_REMOVED]) return; - SET_FLAG (this, FLAG_REMOVED); + INVOKE_OBJECT (REMOVE, this); + + flag [FLAG_REMOVED] = true; if (more) more->remove (); - /* + /* * In this case, the object to be removed is in someones * inventory. */ if (env) { - if (nrof) - sub_weight (env, weight * nrof); - else - sub_weight (env, weight + carrying); + flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed + if (object *pl = visible_to ()) + esrv_del_item (pl->contr, count); + flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed - /* NO_FIX_PLAYER is set when a great many changes are being - * made to players inventory. If set, avoiding the call - * to save cpu time. - */ - if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - fix_player (otmp); - - if (above != NULL) - above->below = below; - else - env->inv = below; + adjust_weight (env, total_weight (), 0); - if (below != NULL) - below->above = above; + object *pl = in_player (); /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up * to the caller to decide what we want to do. */ - x = env->x, y = env->y; - map = env->map; - above = 0, below = 0; - env = 0; - } - else if (map) - { - /* Re did the following section of code - it looks like it had - * lots of logic for things we no longer care about - */ + map = env->map; + x = env->x; + y = env->y; + + // make sure cmov optimisation is applicable + *(above ? &above->below : &env->inv) = below; + *(below ? &below->above : &above ) = above; // &above is just a dummy - /* link the object above us */ - if (above) - above->below = below; - else - SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ + above = 0; + below = 0; + env = 0; - /* Relink the object below us, if there is one */ - if (below) - below->above = above; - else + if (pl && pl->is_player ()) { - /* Nothing below, which means we need to relink map object for this space - * use translated coordinates in case some oddness with map tiling is - * evident - */ - if (GET_MAP_OB (map, x, y) != this) + if (expect_false (pl->contr->combat_ob == this)) { - char *dump = dump_object (this); - LOG (llevError, - "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); - free (dump); - dump = dump_object (GET_MAP_OB (map, x, y)); - LOG (llevError, "%s\n", dump); - free (dump); + pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE); + pl->contr->combat_ob = 0; + if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); } - SET_MAP_OB (map, x, y, above); /* goes on above it. */ - } - - above = 0; - below = 0; + if (expect_false (pl->contr->ranged_ob == this)) + { + pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE); + pl->contr->ranged_ob = 0; + if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); + } - if (map->in_memory == MAP_SAVING) - return; + pl->contr->queue_stats_update (); - check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); + if (expect_false (glow_radius) && pl->is_on_map ()) + update_all_los (pl->map, pl->x, pl->y); + } + } + else if (map) + { + map->dirty = true; + mapspace &ms = this->ms (); - for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) + if (object *pl = ms.player ()) { - /* No point updating the players look faces if he is the object - * being removed. - */ - - if (tmp->type == PLAYER && tmp != this) + if (is_player ()) { - /* If a container that the player is currently using somehow gets - * removed (most likely destroyed), update the player view - * appropriately. - */ - if (tmp->container == this) - { - CLEAR_FLAG (this, FLAG_APPLIED); - tmp->container = 0; - } + if (!flag [FLAG_WIZPASS]) + ms.smell = ++mapspace::smellcount; // remember the smell of the player - tmp->contr->socket.update_look = 1; - } + // leaving a spot always closes any open container on the ground + if (container && !container->env) + // this causes spurious floorbox updates, but it ensures + // that the CLOSE event is being sent. + close_container (); - /* See if player moving off should effect something */ - if (check_walk_off - && ((move_type & tmp->move_off) - && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) + --map->players; + map->touch (); + } + else if (pl->container_ () == this) { - move_apply (tmp, this, 0); - - if (destroyed ()) - LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); + // removing a container should close it + close_container (); } + else + esrv_del_item (pl->contr, count); + } + + /* link the object above us */ + // re-link, make sure compiler can easily use cmove + *(above ? &above->below : &ms.top) = below; + *(below ? &below->above : &ms.bot) = above; - /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ + above = 0; + below = 0; - if (tmp->above == tmp) - tmp->above = 0; + ms.invalidate (); - last = tmp; - } + int check_walk_off = !flag [FLAG_NO_APPLY]; - /* last == NULL of there are no objects on this space */ - if (!last) + if (object *pl = ms.player ()) { - /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, - * we could preserve the flags (GET_MAP_FLAGS), but update_position figures - * those out anyways, and if there are any flags set right now, they won't - * be correct anyways. - */ - SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE); - update_position (map, x, y); + if (pl->container_ () == this) + /* If a container that the player is currently using somehow gets + * removed (most likely destroyed), update the player view + * appropriately. + */ + pl->close_container (); + + //TODO: the floorbox prev/next might need updating + //esrv_del_item (pl->contr, count); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); } - else - update_object (last, UP_OBJ_REMOVE); - if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) + if (check_walk_off) + for (object *above, *tmp = ms.bot; tmp; tmp = above) + { + above = tmp->above; + + /* No point updating the players look faces if he is the object + * being removed. + */ + + /* See if object moving off should effect something */ + if ((move_type & tmp->move_off) + && (move_type & ~tmp->move_off & ~tmp->move_block) == 0) + move_apply (tmp, this, 0); + } + + if (affects_los ()) update_all_los (map, x, y); } } @@ -1195,43 +1235,65 @@ if (!op->nrof) return 0; - if (top == NULL) - for (top = op; top != NULL && top->above != NULL; top = top->above); + if (!top) + for (top = op; top && top->above; top = top->above) + ; - for (; top != NULL; top = top->below) - { - if (top == op) - continue; - if (CAN_MERGE (op, top)) - { - top->nrof += op->nrof; + for (; top; top = top->below) + if (object::can_merge (op, top)) + { + top->nrof += op->nrof; -/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ - op->weight = 0; /* Don't want any adjustements now */ - op->destroy (); - return top; - } - } + if (object *pl = top->visible_to ()) + esrv_update_item (UPD_NROF, pl, top); + + op->weight = 0; // cancel the addition above + op->carrying = 0; // must be 0 already + + op->destroy (); + + return top; + } return 0; } +void +object::expand_tail () +{ + if (more) + return; + + object *prev = this; + + for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) + { + object *op = at->instance (); + + op->name = name; + op->name_pl = name_pl; + op->title = title; + + op->head = this; + prev->more = op; + + prev = op; + } +} + /* - * same as insert_ob_in_map except it handle separate coordinates and do a clean - * job preparing multi-part monsters + * same as insert_ob_in_map except it handles separate coordinates and does a clean + * job preparing multi-part monsters. */ object * insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) { - object *tmp; + op->remove (); - if (op->head) - op = op->head; - - for (tmp = op; tmp; tmp = tmp->more) + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { - tmp->x = x + tmp->arch->clone.x; - tmp->y = y + tmp->arch->clone.y; + tmp->x = x + tmp->arch->x; + tmp->y = y + tmp->arch->y; } return insert_ob_in_map (op, m, originator, flag); @@ -1254,108 +1316,58 @@ * * Return value: * new object if 'op' was merged with other object - * NULL if 'op' was destroyed + * NULL if there was an error (destroyed, blocked etc.) * just 'op' otherwise */ - object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - object *tmp, *top, *floor = NULL; - sint16 x, y; - - if (QUERY_FLAG (op, FLAG_FREED)) - { - LOG (llevError, "Trying to insert freed object!\n"); - return NULL; - } - - if (m == NULL) - { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); - free (dump); - return op; - } + op->remove (); - if (out_of_map (m, op->x, op->y)) - { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); -#ifdef MANY_CORES - /* Better to catch this here, as otherwise the next use of this object - * is likely to cause a crash. Better to find out where it is getting - * improperly inserted. - */ - abort (); -#endif - free (dump); - return op; - } + if (m == &freed_map)//D TODO: remove soon + {//D + LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D + }//D - if (!QUERY_FLAG (op, FLAG_REMOVED)) + /* Ideally, the caller figures this out. However, it complicates a lot + * of areas of callers (eg, anything that uses find_free_spot would now + * need extra work + */ + maptile *newmap = m; + if (!xy_normalise (newmap, op->x, op->y)) { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); - free (dump); - return op; + op->head_ ()->destroy ();// remove head_ once all tail object destroyers found + return 0; } - if (op->more != NULL) - { - /* The part may be on a different map. */ - - object *more = op->more; - - /* We really need the caller to normalize coordinates - if - * we set the map, that doesn't work if the location is within - * a map and this is straddling an edge. So only if coordinate - * is clear wrong do we normalize it. - */ - if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) - more->map = get_map_from_coord (m, &more->x, &more->y); - else if (!more->map) - { - /* For backwards compatibility - when not dealing with tiled maps, - * more->map should always point to the parent. - */ - more->map = m; - } - - if (insert_ob_in_map (more, more->map, originator, flag) == NULL) - { - if (!op->head) - LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - - return NULL; - } - } + if (object *more = op->more) + if (!insert_ob_in_map (more, m, originator, flag)) + return 0; - CLEAR_FLAG (op, FLAG_REMOVED); + op->flag [FLAG_REMOVED] = false; + op->env = 0; + op->map = newmap; - /* Ideally, the caller figures this out. However, it complicates a lot - * of areas of callers (eg, anything that uses find_free_spot would now - * need extra work - */ - op->map = get_map_from_coord (m, &op->x, &op->y); - x = op->x; - y = op->y; + mapspace &ms = op->ms (); /* this has to be done after we translate the coordinates. */ if (op->nrof && !(flag & INS_NO_MERGE)) - for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) - if (CAN_MERGE (op, tmp)) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) + if (object::can_merge (op, tmp)) { + // TODO: we actually want to update tmp, not op, + // but some caller surely breaks when we return tmp + // from here :/ op->nrof += tmp->nrof; tmp->destroy (); } - CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ - CLEAR_FLAG (op, FLAG_INV_LOCKED); + op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ + op->clr_flag (FLAG_INV_LOCKED); - if (!QUERY_FLAG (op, FLAG_ALIVE)) - CLEAR_FLAG (op, FLAG_NO_STEAL); + if (!op->flag [FLAG_ALIVE]) + op->clr_flag (FLAG_NO_STEAL); if (flag & INS_BELOW_ORIGINATOR) { @@ -1365,24 +1377,27 @@ abort (); } + if (!originator->is_on_map ()) + { + LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", + op->debug_desc (), originator->debug_desc ()); + abort (); + } + op->above = originator; op->below = originator->below; - - if (op->below) - op->below->above = op; - else - SET_MAP_OB (op->map, op->x, op->y, op); - - /* since *below* originator, no need to update top */ originator->below = op; + + *(op->below ? &op->below->above : &ms.bot) = op; } else { + object *floor = 0; + object *top = ms.top; + /* If there are other objects, then */ - if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) + if (top) { - object *last = NULL; - /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. @@ -1390,48 +1405,47 @@ * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last * floor, we want to insert above that and no further. * Also, if there are spell objects on this space, we stop processing - * once we get to them. This reduces the need to traverse over all of + * once we get to them. This reduces the need to traverse over all of * them when adding another one - this saves quite a bit of cpu time * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ - - while (top != NULL) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) - floor = top; + if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR]) + floor = tmp; - if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) + if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR]) { /* We insert above top, so we want this object below this */ - top = top->below; + top = tmp->below; break; } - last = top; - top = top->above; + top = tmp; } - /* Don't want top to be NULL, so set it to the last valid object */ - top = last; - /* We let update_position deal with figuring out what the space * looks like instead of lots of conditions here. * makes things faster, and effectively the same result. */ /* Have object 'fall below' other objects that block view. - * Unless those objects are exits, type 66 + * Unless those objects are exits. * If INS_ON_TOP is used, don't do this processing * Need to find the object that in fact blocks view, otherwise * stacking is a bit odd. */ - if (!(flag & INS_ON_TOP) && - (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) + if (!(flag & INS_ON_TOP) + && ms.flags () & P_BLOCKSVIEW + && (op->face && !faces [op->face].visibility)) { + object *last; + for (last = top; last != floor; last = last->below) - if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) + if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT)) break; + /* Check to see if we found the object that blocks view, * and make sure we have a below pointer for it so that * we can get inserted below this one, which requires we @@ -1442,51 +1456,43 @@ } } /* If objects on this space */ - if (flag & INS_MAP_LOAD) - top = GET_MAP_TOP (op->map, op->x, op->y); - if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; - /* Top is the object that our object (op) is going to get inserted above. - */ - - /* First object on this space */ + // insert object above top, or bottom-most if top = 0 if (!top) { - op->above = GET_MAP_OB (op->map, op->x, op->y); + op->below = 0; + op->above = ms.bot; + ms.bot = op; - if (op->above) - op->above->below = op; - - op->below = NULL; - SET_MAP_OB (op->map, op->x, op->y, op); + *(op->above ? &op->above->below : &ms.top) = op; } else - { /* get inserted into the stack above top */ + { op->above = top->above; - - if (op->above) - op->above->below = op; + top->above = op; op->below = top; - top->above = op; + *(op->above ? &op->above->below : &ms.top) = op; } + } - if (op->above == NULL) - SET_MAP_TOP (op->map, op->x, op->y, op); - } /* else not INS_BELOW_ORIGINATOR */ + if (op->is_player ()) + { + op->contr->do_los = 1; + ++op->map->players; + op->map->touch (); + } - if (op->type == PLAYER) - op->contr->do_los = 1; + op->map->dirty = true; - /* If we have a floor, we know the player, if any, will be above - * it, so save a few ticks and start from there. - */ - if (!(flag & INS_MAP_LOAD)) - for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) - if (tmp->type == PLAYER) - tmp->contr->socket.update_look = 1; + if (object *pl = ms.player ()) + //TODO: the floorbox prev/next might need updating + //esrv_send_item (pl, op); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really @@ -1494,17 +1500,22 @@ * on the map will get recalculated. The players could very well * be far away from this change and not affected in any way - * this should get redone to only look for players within range, - * or just updating the P_NEED_UPDATE for spaces within this area + * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ - if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) - update_all_los (op->map, op->x, op->y); + if (op->affects_los ()) + { + op->ms ().invalidate (); + update_all_los (op->map, op->x, op->y); + } /* updates flags (blocked, alive, no magic, etc) for this map space */ update_object (op, UP_OBJ_INSERT); + INVOKE_OBJECT (INSERT, op); + /* Don't know if moving this to the end will break anything. However, - * we want to have update_look set above before calling this. + * we want to have floorbox_update called before calling this. * * check_move_on() must be after this because code called from * check_move_on() depends on correct map flags (so functions like @@ -1513,199 +1524,134 @@ */ /* if this is not the head or flag has been passed, don't check walk on status */ - if (!(flag & INS_NO_WALK_ON) && !op->head) + if (!(flag & INS_NO_WALK_ON) && op->is_head ()) { - if (check_move_on (op, originator)) - return NULL; + if (check_move_on (op, originator, flag)) + return 0; - /* If we are a multi part object, lets work our way through the check + /* If we are a multi part object, let's work our way through the check * walk on's. */ - for (tmp = op->more; tmp != NULL; tmp = tmp->more) - if (check_move_on (tmp, originator)) - return NULL; + for (object *tmp = op->more; tmp; tmp = tmp->more) + if (check_move_on (tmp, originator, flag)) + return 0; } return op; } /* this function inserts an object in the map, but if it - * finds an object of its own type, it'll remove that one first. - * op is the object to insert it under: supplies x and the map. + * finds an object of its own type, it'll remove that one first. + * op is the object to insert it under: supplies x and the map. */ void -replace_insert_ob_in_map (const char *arch_string, object *op) +replace_insert_ob_in_map (shstr_tmp archname, object *op) { - object * - tmp; - object * - tmp1; - /* first search for itself and remove any old instances */ - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) - if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ + for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) + if (tmp->arch->archname == archname) /* same archetype */ tmp->destroy (); - tmp1 = arch_to_object (archetype::find (arch_string)); + object *tmp = archetype::find (archname)->instance (); - tmp1->x = op->x; - tmp1->y = op->y; - insert_ob_in_map (tmp1, op->map, op, 0); -} + tmp->x = op->x; + tmp->y = op->y; -/* - * get_split_ob(ob,nr) splits up ob into two parts. The part which - * is returned contains nr objects, and the remaining parts contains - * the rest (or is removed and freed if that number is 0). - * On failure, NULL is returned, and the reason put into the - * global static errmsg array. - */ + insert_ob_in_map (tmp, op->map, op, 0); +} object * -get_split_ob (object *orig_ob, uint32 nr) +object::insert_at (object *where, object *originator, int flags) { - object *newob; - int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); + if (where->env) + return where->env->insert (this); + else + return where->map->insert (this, where->x, where->y, originator, flags); +} - if (orig_ob->nrof < nr) - { - sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); - return NULL; - } +// check whether we can put this into the map, respect max_volume, max_items +bool +object::can_drop_at (maptile *m, int x, int y, object *originator) +{ + mapspace &ms = m->at (x, y); - newob = object_create_clone (orig_ob); + int items = ms.items (); - if ((orig_ob->nrof -= nr) < 1) - orig_ob->destroy (1); - else if (!is_removed) - { - if (orig_ob->env != NULL) - sub_weight (orig_ob->env, orig_ob->weight * nr); - if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) - { - strcpy (errmsg, "Tried to split object whose map is not in memory."); - LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); - return NULL; - } - } + if (!items // testing !items ensures we can drop at least one item + || (items < m->max_items + && ms.volume () < m->max_volume)) + return true; - newob->nrof = nr; + if (originator) + originator->failmsgf ( + "No matter how hard you try, you just cannot put the %s here! H", + query_name () + ); - return newob; + return false; } /* - * decrease_ob_nr(object, number) decreases a specified number from - * the amount of an object. If the amount reaches 0, the object + * decrease(object, number) decreases a specified number from + * the amount of an object. If the amount reaches 0, the object * is subsequently removed and freed. * * Return value: 'op' if something is left, NULL if the amount reached 0 */ - -object * -decrease_ob_nr (object *op, uint32 i) +bool +object::decrease (sint32 nr) { - object *tmp; - player *pl; + if (!nr) + return true; - if (i == 0) /* objects with op->nrof require this check */ - return op; + nr = min (nr, nrof); - if (i > op->nrof) - i = op->nrof; - - if (QUERY_FLAG (op, FLAG_REMOVED)) - op->nrof -= i; - else if (op->env != NULL) + if (nrof > nr) { - /* is this object in the players inventory, or sub container - * therein? - */ - tmp = is_player_inv (op->env); - /* nope. Is this a container the player has opened? - * If so, set tmp to that player. - * IMO, searching through all the players will mostly - * likely be quicker than following op->env to the map, - * and then searching the map for a player. - */ - if (!tmp) - { - for (pl = first_player; pl; pl = pl->next) - if (pl->ob->container == op->env) - break; - if (pl) - tmp = pl->ob; - else - tmp = NULL; - } + weight_t oweight = total_weight (); - if (i < op->nrof) - { - sub_weight (op->env, op->weight * i); - op->nrof -= i; - if (tmp) - { - esrv_send_item (tmp, op); - } - } - else - { - op->remove (); - op->nrof = 0; - if (tmp) - { - esrv_del_item (tmp->contr, op->count); - } - } - } - else - { - object *above = op->above; + nrof -= nr; - if (i < op->nrof) - op->nrof -= i; - else - { - op->remove (); - op->nrof = 0; - } + if (object *pl = visible_to ()) + esrv_update_item (UPD_NROF, pl, this); - /* Since we just removed op, op->above is null */ - for (tmp = above; tmp != NULL; tmp = tmp->above) - if (tmp->type == PLAYER) - { - if (op->nrof) - esrv_send_item (tmp, op); - else - esrv_del_item (tmp->contr, op->count); - } - } + adjust_weight (env, oweight, total_weight ()); - if (op->nrof) - return op; + return true; + } else { - op->destroy (); - return NULL; + destroy (); + return false; } } /* - * add_weight(object, weight) adds the specified weight to an object, - * and also updates how much the environment(s) is/are carrying. + * split(ob,nr) splits up ob into two parts. The part which + * is returned contains nr objects, and the remaining parts contains + * the rest (or is removed and returned if that number is 0). + * On failure, NULL is returned. */ - -void -add_weight (object *op, signed long weight) +object * +object::split (sint32 nr) { - while (op != NULL) + int have = number_of (); + + if (have < nr) + return 0; + else if (have == nr) + { + remove (); + return this; + } + else { - if (op->type == CONTAINER) - weight = (signed long) (weight * (100 - op->stats.Str) / 100); + decrease (nr); - op->carrying += weight; - op = op->env; + object *op = deep_clone (); + op->nrof = nr; + return op; } } @@ -1720,9 +1666,9 @@ return op; } - if (where->head) + if (where->head_ () != where) { - LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); + LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n"); where = where->head; } @@ -1734,89 +1680,77 @@ * This function inserts the object op in the linked list * inside the object environment. * - * The function returns now pointer to inserted item, and return value can + * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ - object * object::insert (object *op) { - object *tmp, *otmp; - - if (!QUERY_FLAG (op, FLAG_REMOVED)) - op->remove (); - if (op->more) { LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); return op; } - CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); - CLEAR_FLAG (op, FLAG_REMOVED); + op->remove (); + + op->flag [FLAG_OBJ_ORIGINAL] = 0; + if (op->nrof) - { - for (tmp = inv; tmp != NULL; tmp = tmp->below) - if (CAN_MERGE (tmp, op)) - { - /* return the original object and remove inserted object - (client needs the original object) */ - tmp->nrof += op->nrof; - /* Weight handling gets pretty funky. Since we are adding to - * tmp->nrof, we need to increase the weight. - */ - add_weight (this, op->weight * op->nrof); - SET_FLAG (op, FLAG_REMOVED); - op->destroy (); /* free the inserted object */ - op = tmp; - op->remove (); /* and fix old object's links */ - CLEAR_FLAG (op, FLAG_REMOVED); - break; - } + for (object *tmp = inv; tmp; tmp = tmp->below) + if (object::can_merge (tmp, op)) + { + /* return the original object and remove inserted object + (client prefers the original object) */ - /* I assume combined objects have no inventory - * We add the weight - this object could have just been removed - * (if it was possible to merge). calling remove_ob will subtract - * the weight, so we need to add it in again, since we actually do - * the linking below - */ - add_weight (this, op->weight * op->nrof); - } - else - add_weight (this, (op->weight + op->carrying)); + // carrying must be 0 for mergable objects + weight_t oweight = weight_t (tmp->weight) * tmp->nrof; + + tmp->nrof += op->nrof; + + if (object *pl = tmp->visible_to ()) + esrv_update_item (UPD_NROF, pl, tmp); + + adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof); + + op->destroy (); + op = tmp; + goto inserted; + } + + op->owner = 0; // it's his/hers now. period. + op->map = 0; + op->x = 0; + op->y = 0; + + op->above = 0; + op->below = inv; + op->env = this; + + if (inv) + inv->above = op; + + inv = op; + + op->flag [FLAG_REMOVED] = 0; + + if (object *pl = op->visible_to ()) + esrv_send_item (pl, op); - otmp = is_player_inv (this); - if (otmp && otmp->contr) - if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - fix_player (otmp); - - op->map = NULL; - op->env = this; - op->above = NULL; - op->below = NULL; - op->x = 0, op->y = 0; + adjust_weight (this, 0, op->total_weight ()); +inserted: /* reset the light list and los of the players on the map */ - if ((op->glow_radius != 0) && map) + if (op->glow_radius && is_on_map ()) { -#ifdef DEBUG_LIGHTS - LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); -#endif /* DEBUG_LIGHTS */ - if (MAP_DARKNESS (map)) - update_all_los (map, x, y); + update_stats (); + update_all_los (map, x, y); } + else if (is_player ()) + // if this is a player's inventory, update stats + contr->queue_stats_update (); - /* Client has no idea of ordering so lets not bother ordering it here. - * It sure simplifies this function... - */ - if (!inv) - inv = op; - else - { - op->below = inv; - op->below->above = op; - inv = op; - } + INVOKE_OBJECT (INSERT, this); return op; } @@ -1841,22 +1775,23 @@ * object being inserted. insert_ob_in_map may not put new objects * on top. */ - int -check_move_on (object *op, object *originator) +check_move_on (object *op, object *originator, int flags) { + if (op->flag [FLAG_NO_APPLY]) + return 0; + object *tmp; maptile *m = op->map; int x = op->x, y = op->y; - MoveType move_on, move_slow, move_block; + mapspace &ms = m->at (x, y); - if (QUERY_FLAG (op, FLAG_NO_APPLY)) - return 0; + ms.update (); - move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); - move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); + MoveType move_on = ms.move_on; + MoveType move_slow = ms.move_slow; + MoveType move_block = ms.move_block; /* if nothing on this space will slow op down or be applied, * no need to do checking below. have to make sure move_type @@ -1875,21 +1810,12 @@ return 0; /* The objects have to be checked from top to bottom. - * Hence, we first go to the top: + * Hence, we first go to the top: */ - - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) + for (object *next, *tmp = ms.top; tmp; tmp = next) { - /* Trim the search when we find the first other spell effect - * this helps performance so that if a space has 50 spell objects, - * we don't need to check all of them. - */ - if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) - break; - } + next = tmp->below; - for (; tmp; tmp = tmp->below) - { if (tmp == op) continue; /* Can't apply yourself */ @@ -1899,18 +1825,16 @@ * space doesn't slow down swimming (for example), if you can't actually * swim on that space, can't use it to avoid the penalty. */ - if (!QUERY_FLAG (op, FLAG_WIZPASS)) + if (!op->flag [FLAG_WIZPASS]) { if ((!op->move_type && tmp->move_slow & MOVE_WALK) || ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { + float diff = tmp->move_slow_penalty * fabs (op->speed); - float - diff = tmp->move_slow_penalty * FABS (op->speed); - - if (op->type == PLAYER) - if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || - (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) + if (op->is_player ()) + if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) || + (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN))) diff /= 4.0; op->speed_left -= diff; @@ -1921,6 +1845,11 @@ if ((!op->move_type && tmp->move_on & MOVE_WALK) || ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) { + if ((flags & INS_NO_AUTO_EXIT) + && (tmp->type == EXIT || tmp->type == TELEPORTER + || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead + continue; + move_apply (tmp, op, originator); if (op->destroyed ()) @@ -1943,21 +1872,19 @@ * a matching archetype at the given map and coordinates. * The first matching object is returned, or NULL if none. */ - object * present_arch (const archetype *at, maptile *m, int x, int y) { - object * - tmp; - - if (m == NULL || out_of_map (m, x, y)) + if (!m || out_of_map (m, x, y)) { LOG (llevError, "Present_arch called outside map.\n"); return NULL; } - for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) - if (tmp->arch == at) + + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) + if (tmp->arch->archname == at->archname) return tmp; + return NULL; } @@ -1966,21 +1893,19 @@ * a matching type variable at the given map and coordinates. * The first matching object is returned, or NULL if none. */ - object * present (unsigned char type, maptile *m, int x, int y) { - object * - tmp; - if (out_of_map (m, x, y)) { LOG (llevError, "Present called outside map.\n"); return NULL; } - for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->type == type) return tmp; + return NULL; } @@ -1989,16 +1914,13 @@ * a matching type variable in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - object * present_in_ob (unsigned char type, const object *op) { - object * - tmp; - - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type) return tmp; + return NULL; } @@ -2016,19 +1938,14 @@ * spell code can use one object type (force), but change it's name * to be unique. */ - object * present_in_ob_by_name (int type, const char *str, const object *op) { - object * - tmp; + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) + return tmp; - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) - { - if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) - return tmp; - } - return NULL; + return 0; } /* @@ -2036,16 +1953,13 @@ * a matching archetype in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - object * present_arch_in_ob (const archetype *at, const object *op) { - object * - tmp; - - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) - if (tmp->arch == at) + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if (tmp->arch->archname == at->archname) return tmp; + return NULL; } @@ -2055,44 +1969,24 @@ void flag_inv (object *op, int flag) { - object * - tmp; - - if (op->inv) - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) - { - SET_FLAG (tmp, flag); - flag_inv (tmp, flag); - } -} /* - * desactivate recursively a flag on an object inventory - */ -void -unflag_inv (object *op, int flag) -{ - object * - tmp; - - if (op->inv) - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) - { - CLEAR_FLAG (tmp, flag); - unflag_inv (tmp, flag); - } + for (object *tmp = op->inv; tmp; tmp = tmp->below) + { + tmp->set_flag (flag); + flag_inv (tmp, flag); + } } /* - * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in - * all it's inventory (recursively). - * If checksums are used, a player will get set_cheat called for - * him/her-self and all object carried by a call to this function. + * deactivate recursively a flag on an object inventory */ - void -set_cheat (object *op) +unflag_inv (object *op, int flag) { - SET_FLAG (op, FLAG_WAS_WIZ); - flag_inv (op, FLAG_WAS_WIZ); + for (object *tmp = op->inv; tmp; tmp = tmp->below) + { + tmp->clr_flag (flag); + unflag_inv (tmp, flag); + } } /* @@ -2104,48 +1998,73 @@ * start and stop are where to start relative to the free_arr array (1,9 * does all 4 immediate directions). This returns the index into the * array of the free spot, -1 if no spot available (dir 0 = x,y) - * Note - this only checks to see if there is space for the head of the - * object - if it is a multispace object, this should be called for all - * pieces. - * Note2: This function does correctly handle tiled maps, but does not + * Note: This function does correctly handle tiled maps, but does not * inform the caller. However, insert_ob_in_map will update as * necessary, so the caller shouldn't need to do any special work. * Note - updated to take an object instead of archetype - this is necessary * because arch_blocked (now ob_blocked) needs to know the movement type * to know if the space in question will block the object. We can't use - * the archetype because that isn't correct if the monster has been + * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ - int find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) { - int - i, - index = 0, flag; - static int - altern[SIZEOFFREE]; - - for (i = start; i < stop; i++) - { - flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); - if (!flag) - altern[index++] = i; + int altern[SIZEOFFREE]; + int index = 0; + + for (int i = start; i < stop; i++) + { + mapxy pos (m, x, y); pos.move (i); + + if (!pos.normalise ()) + continue; + + mapspace &ms = *pos; + + if (ms.flags () & P_IS_ALIVE) + continue; + + /* However, often + * ob doesn't have any move type (when used to place exits) + * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. + */ + if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL) + { + altern [index++] = i; + continue; + } /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. - * This mostly work, but it cuts down the search size in all directions - + * This mostly work, but it cuts down the search size in all directions - * if the space being examined only has a wall to the north and empty * spaces in all the other directions, this will reduce the search space * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ - else if ((flag & AB_NO_PASS) && maxfree[i] < stop) - stop = maxfree[i]; + if (ms.move_block == MOVE_ALL && maxfree[i] < stop) + { + stop = maxfree[i]; + continue; + } + + /* Note it is intentional that we check ob - the movement type of the + * head of the object should correspond for the entire object. + */ + if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) + continue; + + if (ob->blocked (pos.m, pos.x, pos.y)) + continue; + + altern [index++] = i; } + if (!index) return -1; - return altern[RANDOM () % index]; + + return altern [rndm (index)]; } /* @@ -2154,46 +2073,32 @@ * But it will return the first available spot, not a random choice. * Changed 0.93.2: Have it return -1 if there is no free spot available. */ - int find_first_free_spot (const object *ob, maptile *m, int x, int y) { - int - i; + for (int i = 0; i < SIZEOFFREE; i++) + if (!ob->blocked (m, x + DIRX (i), y + DIRY (i))) + return i; - for (i = 0; i < SIZEOFFREE; i++) - { - if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) - return i; - } return -1; } /* * The function permute(arr, begin, end) randomly reorders the array * arr[begin..end-1]. + * now uses a fisher-yates shuffle, old permute was broken */ static void permute (int *arr, int begin, int end) { - int - i, - j, - tmp, - len; + arr += begin; + end -= begin; - len = end - begin; - for (i = begin; i < end; i++) - { - j = begin + RANDOM () % len; - - tmp = arr[i]; - arr[i] = arr[j]; - arr[j] = tmp; - } + while (--end) + swap (arr [end], arr [rndm (end + 1)]); } -/* new function to make monster searching more efficient, and effective! +/* new function to make monster searching more efficient, and effective! * This basically returns a randomized array (in the passed pointer) of * the spaces to find monsters. In this way, it won't always look for * monsters to the north first. However, the size of the array passed @@ -2203,13 +2108,10 @@ void get_search_arr (int *search_arr) { - int - i; + int i; for (i = 0; i < SIZEOFFREE; i++) - { - search_arr[i] = i; - } + search_arr[i] = i; permute (search_arr, 1, SIZEOFFREE1 + 1); permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); @@ -2228,23 +2130,13 @@ * because we have to know what movement the thing looking to move * there is capable of. */ - int find_dir (maptile *m, int x, int y, object *exclude) { - int - i, - max = SIZEOFFREE, mflags; - - sint16 nx, ny; - object * - tmp; - maptile * - mp; + int max = SIZEOFFREE; + MoveType move_type; - MoveType blocked, move_type; - - if (exclude && exclude->head) + if (exclude && exclude->head_ () != exclude) { exclude = exclude->head; move_type = exclude->move_type; @@ -2255,41 +2147,29 @@ move_type = MOVE_ALL; } - for (i = 1; i < max; i++) + for (int i = 1; i < max; i++) { - mp = m; - nx = x + freearr_x[i]; - ny = y + freearr_y[i]; + mapxy pos (m, x, y); + pos.move (i); - mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); - if (mflags & P_OUT_OF_MAP) - { - max = maxfree[i]; - } + if (!pos.normalise ()) + max = maxfree[i]; else { - blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); + mapspace &ms = *pos; - if ((move_type & blocked) == move_type) - { - max = maxfree[i]; - } - else if (mflags & P_IS_ALIVE) + if ((move_type & ms.move_block) == move_type) + max = maxfree [i]; + else if (ms.flags () & P_IS_ALIVE) { - for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) - { - if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) - { - break; - } - } - if (tmp) - { - return freedir[i]; - } + for (object *tmp = ms.bot; tmp; tmp = tmp->above) + if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) + && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) + return freedir [i]; } } } + return 0; } @@ -2297,92 +2177,103 @@ * distance(object 1, object 2) will return the square of the * distance between the two given objects. */ - int distance (const object *ob1, const object *ob2) { - int - i; - - i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); - return i; + return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); } /* - * find_dir_2(delta-x,delta-y) will return a direction in which - * an object which has subtracted the x and y coordinates of another - * object, needs to travel toward it. + * find_dir_2(delta-x,delta-y) will return a direction value + * for running into direct [dx, dy]. + * (the opposite of crossfire's find_dir_2!) */ - int find_dir_2 (int x, int y) { - int - q; +#if 1 // new algorithm + // this works by putting x, y into 16 sectors, which + // are not equal sized, but are a better approximation + // then the old algorithm, and then using a mapping + // table to map it into a direction value. + // basically, it maps these comparisons to each bit + // bit #3: x < 0 + // bit #2: y < 0 + // bit #1: x > y + // bit #0: x > 2y + + static const uint8 dir[16] = { + 4, 5, 4, 3, + 2, 1, 2, 3, + 6, 5, 6, 7, + 8, 1, 8, 7, + }; + int sector = 0; + + // this is a bit ugly, but more likely to result in branchless code + sector |= x < 0 ? 8 : 0; + x = x < 0 ? -x : x; // abs + + sector |= y < 0 ? 4 : 0; + y = y < 0 ? -y : y; // abs + + if (x > y) + { + sector |= 2; + + if (x > y * 2) + sector |= 1; + } + else + { + if (y > x * 2) + sector |= 1; + else if (!y) + return 0; // x == 0 here + } + + return dir [sector]; +#else // old algorithm + int q; if (y) - q = x * 100 / y; + q = 128 * x / y; else if (x) - q = -300 * x; + q = -512 * x; // to make it > 309 else return 0; if (y > 0) { - if (q < -242) - return 3; - if (q < -41) - return 2; - if (q < 41) - return 1; - if (q < 242) - return 8; - return 7; - } - - if (q < -242) - return 7; - if (q < -41) - return 6; - if (q < 41) - return 5; - if (q < 242) - return 4; - - return 3; -} + if (q < -309) return 7; + if (q < -52) return 6; + if (q < 52) return 5; + if (q < 309) return 4; -/* - * absdir(int): Returns a number between 1 and 8, which represent - * the "absolute" direction of a number (it actually takes care of - * "overflow" in previous calculations of a direction). - */ + return 3; + } + else + { + if (q < -309) return 3; + if (q < -52) return 2; + if (q < 52) return 1; + if (q < 309) return 8; -int -absdir (int d) -{ - while (d < 1) - d += 8; - while (d > 8) - d -= 8; - return d; + return 7; + } +#endif } /* * dirdiff(dir1, dir2) returns how many 45-degrees differences there is * between two directions (which are expected to be absolute (see absdir()) */ - int dirdiff (int dir1, int dir2) { - int - d; + int d = abs (dir1 - dir2); - d = abs (dir1 - dir2); - if (d > 4) - d = 8 - d; - return d; + return d > 4 ? 8 - d : d; } /* peterm: @@ -2394,9 +2285,7 @@ * Moved from spell_util.c to object.c with the other related direction * functions. */ - -int - reduction_dir[SIZEOFFREE][3] = { +static const int reduction_dir[SIZEOFFREE][3] = { {0, 0, 0}, /* 0 */ {0, 0, 0}, /* 1 */ {0, 0, 0}, /* 2 */ @@ -2454,20 +2343,17 @@ * can see a direct way to get it * Modified to be map tile aware -.MSW */ - - int can_see_monsterP (maptile *m, int x, int y, int dir) { sint16 dx, dy; - int - mflags; + int mflags; if (dir < 0) return 0; /* exit condition: invalid direction */ - dx = x + freearr_x[dir]; - dy = y + freearr_y[dir]; + dx = x + DIRX (dir); + dy = y + DIRY (dir); mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); @@ -2484,11 +2370,11 @@ /* yes, can see. */ if (dir < 9) return 1; - return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | - can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); -} - + return can_see_monsterP (m, x, y, reduction_dir[dir][0]) + | can_see_monsterP (m, x, y, reduction_dir[dir][1]) + | can_see_monsterP (m, x, y, reduction_dir[dir][2]); +} /* * can_pick(picker, item): finds out if an object is possible to be @@ -2500,101 +2386,41 @@ * * Add a check so we can't pick up invisible objects (0.93.8) */ - int can_pick (const object *who, const object *item) { - return /*QUERY_FLAG(who,FLAG_WIZ)|| */ - (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && - !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); + return /*who->flag [FLAG_WIZ]|| */ + (item->weight > 0 && !item->flag [FLAG_NO_PICK] && + !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); } +//-GPL /* * create clone from object to another */ object * -object_create_clone (object *asrc) +object::deep_clone () { - object *dst = 0, *tmp, *src, *part, *prev, *item; + assert (("deep_clone called on non-head object", is_head ())); - if (!asrc) - return 0; - - src = asrc; - if (src->head) - src = src->head; + object *dst = clone (); - prev = 0; - for (part = src; part; part = part->more) + object *prev = dst; + for (object *part = this->more; part; part = part->more) { - tmp = part->clone (); - tmp->x -= src->x; - tmp->y -= src->y; - - if (!part->head) - { - dst = tmp; - tmp->head = 0; - } - else - { - tmp->head = dst; - } - - tmp->more = 0; - - if (prev) - prev->more = tmp; - + object *tmp = part->clone (); + tmp->head = dst; + prev->more = tmp; prev = tmp; } - for (item = src->inv; item; item = item->below) - insert_ob_in_ob (object_create_clone (item), dst); + for (object *item = inv; item; item = item->below) + insert_ob_in_ob (item->deep_clone (), dst); return dst; } -/* GROS - Creates an object using a string representing its content. */ -/* Basically, we save the content of the string to a temp file, then call */ -/* load_object on it. I admit it is a highly inefficient way to make things, */ -/* but it was simple to make and allows reusing the load_object function. */ -/* Remember not to use load_object_str in a time-critical situation. */ -/* Also remember that multiparts objects are not supported for now. */ - -object * -load_object_str (const char *obstr) -{ - object *op; - char filename[MAX_BUF]; - - sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); - - FILE *tempfile = fopen (filename, "w"); - - if (tempfile == NULL) - { - LOG (llevError, "Error - Unable to access load object temp file\n"); - return NULL; - } - - fprintf (tempfile, obstr); - fclose (tempfile); - - op = object::create (); - - object_thawer thawer (filename); - - if (thawer) - load_object (thawer, op, 0); - - LOG (llevDebug, " load str completed, object=%s\n", &op->name); - CLEAR_FLAG (op, FLAG_REMOVED); - - return op; -} - /* This returns the first object in who's inventory that * has the same type and subtype match. * returns NULL if no match. @@ -2602,157 +2428,103 @@ object * find_obj_by_type_subtype (const object *who, int type, int subtype) { - object *tmp; - - for (tmp = who->inv; tmp; tmp = tmp->below) + for (object *tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type && tmp->subtype == subtype) return tmp; - return NULL; + return 0; } -/* If ob has a field named key, return the link from the list, - * otherwise return NULL. - * - * key must be a passed in shared string - otherwise, this won't - * do the desired thing. +/* Zero the key_values on op, decrementing the shared-string + * refcounts and freeing the links. */ -key_value * -get_ob_key_link (const object *ob, const char *key) +void +key_values::clear () { - key_value *link; - - for (link = ob->key_values; link != NULL; link = link->next) - if (link->key == key) - return link; + for (key_value *kvp = first; kvp; ) + { + key_value *next = kvp->next; + delete kvp; + kvp = next; + } - return NULL; + first = 0; } -/* - * Returns the value of op has an extra_field for key, or NULL. - * - * The argument doesn't need to be a shared string. - * - * The returned string is shared. - */ -const char * -get_ob_key_value (const object *op, const char *const key) +shstr_tmp +key_values::get (shstr_tmp key) const { - key_value *link; - shstr_cmp canonical_key (key); + for (key_value *kv = first; kv; kv = kv->next) + if (kv->key == key) + return kv->value; - if (!canonical_key) - { - /* 1. There being a field named key on any object - * implies there'd be a shared string to find. - * 2. Since there isn't, no object has this field. - * 3. Therefore, *this* object doesn't have this field. - */ - return 0; - } + return shstr (); +} - /* This is copied from get_ob_key_link() above - - * only 4 lines, and saves the function call overhead. - */ - for (link = op->key_values; link; link = link->next) - if (link->key == canonical_key) - return link->value; +void +key_values::add (shstr_tmp key, shstr_tmp value) +{ + key_value *kv = new key_value; - return 0; -} + kv->next = first; + kv->key = key; + kv->value = value; + first = kv; +} -/* - * Updates the canonical_key in op to value. - * - * canonical_key is a shared string (value doesn't have to be). - * - * Unless add_key is TRUE, it won't add fields, only change the value of existing - * keys. - * - * Returns TRUE on success. - */ -int -set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) +void +key_values::set (shstr_tmp key, shstr_tmp value) { - key_value * - field = NULL, *last = NULL; - - for (field = op->key_values; field != NULL; field = field->next) - { - if (field->key != canonical_key) - { - last = field; - continue; - } + for (key_value *kv = first; kv; kv = kv->next) + if (kv->key == key) + { + kv->value = value; + return; + } - if (value) - field->value = value; - else - { - /* Basically, if the archetype has this key set, - * we need to store the null value so when we save - * it, we save the empty value so that when we load, - * we get this value back again. - */ - if (get_ob_key_link (&op->arch->clone, canonical_key)) - field->value = 0; - else - { - if (last) - last->next = field->next; - else - op->key_values = field->next; + add (key, value); +} - delete field; - } - } - return TRUE; - } - /* IF we get here, key doesn't exist */ +void +key_values::del (shstr_tmp key) +{ + for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next) + if ((*kvp)->key == key) + { + key_value *kv = *kvp; + *kvp = (*kvp)->next; + delete kv; + return; + } +} - /* No field, we'll have to add it. */ +void +key_values::reverse () +{ + key_value *prev = 0; + key_value *head = first; - if (!add_key) + while (head) { - return FALSE; + key_value *node = head; + head = head->next; + node->next = prev; + prev = node; } - /* There isn't any good reason to store a null - * value in the key/value list. If the archetype has - * this key, then we should also have it, so shouldn't - * be here. If user wants to store empty strings, - * should pass in "" - */ - if (value == NULL) - return TRUE; - - field = new key_value; - - field->key = canonical_key; - field->value = value; - /* Usual prepend-addition. */ - field->next = op->key_values; - op->key_values = field; - return TRUE; + first = prev; } -/* - * Updates the key in op to value. - * - * If add_key is FALSE, this will only update existing keys, - * and not add new ones. - * In general, should be little reason FALSE is ever passed in for add_key - * - * Returns TRUE on success. - */ -int -set_ob_key_value (object *op, const char *key, const char *value, int add_key) +key_values & +key_values::operator =(const key_values &kv) { - shstr key_ (key); + clear (); + + for (key_value *kvp = kv.first; kvp; kvp = kvp->next) + add (kvp->key, kvp->value); - return set_ob_key_value_s (op, key_, value, add_key); + reverse (); } object::depth_iterator::depth_iterator (object *container) @@ -2776,24 +2548,56 @@ item = item->env; } -// return a suitable string describing an objetc in enough detail to find it +const char * +object::flag_desc (char *desc, int len) const +{ + char *p = desc; + bool first = true; + + *p = 0; + + for (int i = 0; i < NUM_FLAGS; i++) + { + if (len <= 10) // magic constant! + { + snprintf (p, len, ",..."); + break; + } + + if (flag [i]) + { + int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); + len -= cnt; + p += cnt; + first = false; + } + } + + return desc; +} + +// return a suitable string describing an object in enough detail to find it const char * object::debug_desc (char *info) const { - char info2[256 * 3]; + char flagdesc[512]; + char info2[256 * 4]; char *p = info; - p += snprintf (p, 256, "%d=\"%s%s%s\"", + p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}", count, + uuid.c_str (), &name, - title ? " " : "", - title ? (const char *)title : ""); + title ? ",title:\"" : "", + title ? (const char *)title : "", + title ? "\"" : "", + flag_desc (flagdesc, 512), type); - if (env) + if (!flag[FLAG_REMOVED] && env) p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); if (map) - p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); + p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); return info; } @@ -2801,7 +2605,248 @@ const char * object::debug_desc () const { - static char info[256 * 3]; - return debug_desc (info); + static char info[3][256 * 4]; + static int info_idx; + + return debug_desc (info [++info_idx % 3]); +} + +struct region * +object::region () const +{ + return map ? map->region (x, y) + : region::default_region (); +} + +//+GPL + +void +object::open_container (object *new_container) +{ + if (container == new_container) + return; + + object *old_container = container; + + if (old_container) + { + if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) + return; + +#if 0 + // remove the "Close old_container" object. + if (object *closer = old_container->inv) + if (closer->type == CLOSE_CON) + closer->destroy (); +#endif + + // make sure the container is available + esrv_send_item (this, old_container); + + old_container->flag [FLAG_APPLIED] = false; + container = 0; + + // client needs item update to make it work, client bug requires this to be separate + esrv_update_item (UPD_FLAGS, this, old_container); + + new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ()); + play_sound (sound_find ("chest_close")); + } + + if (new_container) + { + if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) + return; + + // TODO: this does not seem to serve any purpose anymore? +#if 0 + // insert the "Close Container" object. + if (archetype *closer = new_container->other_arch) + { + object *closer = new_container->other_arch->instance (); + closer->flag [FLAG_NO_MAP_SAVE] = 1; + new_container->insert (closer); + } +#endif + + new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ()); + + // make sure the container is available, client bug requires this to be separate + esrv_send_item (this, new_container); + + new_container->flag [FLAG_APPLIED] = true; + container = new_container; + + // client needs flag change + esrv_update_item (UPD_FLAGS, this, new_container); + esrv_send_inventory (this, new_container); + play_sound (sound_find ("chest_open")); + } +// else if (!old_container->env && contr && contr->ns) +// contr->ns->floorbox_reset (); +} + +//-GPL + +// prefetch some flat area around the player +static void +prefetch_surrounding_area (object *op, maptile *map, int range) +{ + for (maprect *rect = map->split_to_tiles (mapwalk_buf, + op->x - range , op->y - range , + op->x + range + 1, op->y + range + 1); + rect->m; + ++rect) + { + rect->m->touch (); + rect->m->activate (); + } +} + +// prefetch a generous area around the player, also up and down +void +object::prefetch_surrounding_maps () +{ + prefetch_surrounding_area (this, map, 40); + + if (maptile *m = map->tile_available (TILE_DOWN)) + prefetch_surrounding_area (this, m, 20); + + if (maptile *m = map->tile_available (TILE_UP)) + prefetch_surrounding_area (this, m, 20); +} + +//+GPL + +object * +object::force_find (shstr_tmp name) +{ + /* cycle through his inventory to look for the MARK we want to + * place + */ + for (object *tmp = inv; tmp; tmp = tmp->below) + if (tmp->type == FORCE && tmp->slaying == name) + return splay (tmp); + + return 0; +} + +void +object::force_set_timer (int duration) +{ + this->duration = 1; + this->speed_left = -1.f; + + this->set_speed (duration ? 1.f / duration : 0.f); +} + +object * +object::force_add (shstr_tmp name, int duration) +{ + if (object *force = force_find (name)) + force->destroy (); + + object *force = archetype::get (FORCE_NAME); + + force->slaying = name; + force->force_set_timer (duration); + force->flag [FLAG_APPLIED] = true; + + return insert (force); +} + +void +object::play_sound (faceidx sound) const +{ + if (!sound) + return; + + if (is_on_map ()) + map->play_sound (sound, x, y); + else if (object *pl = in_player ()) + pl->contr->play_sound (sound); +} + +void +object::say_msg (const char *msg) const +{ + if (is_on_map ()) + map->say_msg (msg, x, y); + else if (object *pl = in_player ()) + pl->contr->play_sound (sound); +} + +void +object::make_noise () +{ + // we do not model noise in the map, so instead put + // a temporary light into the noise source + // could use the map instead, but that's less reliable for our + // goal, which is to make invisibility a bit harder to exploit + + // currently only works sensibly for players + if (!is_player ()) + return; + + // find old force, or create new one + object *force = force_find (shstr_noise_force); + + if (force) + force->speed_left = -1.f; // patch old speed up + else + { + force = archetype::get (shstr_noise_force); + + force->slaying = shstr_noise_force; + force->stats.food = 1; + force->speed_left = -1.f; + + force->set_speed (1.f / 4.f); + force->flag [FLAG_IS_USED_UP] = true; + force->flag [FLAG_APPLIED] = true; + + insert (force); + } +} + +void object::change_move_type (MoveType mt) +{ + if (move_type == mt) + return; + + if (is_on_map ()) + { + // we are on the map, so handle move_on/off effects + remove (); + move_type = mt; + map->insert (this, x, y, this); + } + else + move_type = mt; +} + +/* object should be a player. + * we return the object the player has marked with the 'mark' command + * below. If no match is found (or object has changed), we return + * NULL. We leave it up to the calling function to print messages if + * nothing is found. + */ +object * +object::mark () const +{ + if (contr && contr->mark && contr->mark->env == this) + return contr->mark; + else + return 0; +} + +// put marked object first in the inventory +// this is used by identify-like spells so players can influence +// the order a bit. +void +object::splay_marked () +{ + if (object *marked = mark ()) + splay (marked); }