--- deliantra/server/common/object.C 2006/12/23 06:41:39 1.80
+++ deliantra/server/common/object.C 2010/04/14 21:36:31 1.325
@@ -1,87 +1,97 @@
/*
- 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 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
#include
-int nrofallocobjects = 0;
-static UUID uuid;
-const uint64 UUID_SKIP = 1<<19;
-
-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
+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
+
+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
-};
-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
+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
};
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 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
};
static void
-write_uuid (void)
+write_uuid (uval64 skip, bool sync)
{
- char filename1[MAX_BUF], filename2[MAX_BUF];
-
- sprintf (filename1, "%s/uuid", settings.localdir);
- sprintf (filename2, "%s/uuid~", settings.localdir);
-
- FILE *fp;
-
- if (!(fp = fopen (filename2, "w")))
- {
- LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
- return;
- }
-
- fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
- fclose (fp);
- rename (filename2, filename1);
+ 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")))
@@ -89,8 +99,8 @@
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;
}
@@ -98,86 +108,137 @@
_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;
+}
- /* If we get here, we found a match. Now for the next field in wants. */
+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);
+
+ *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->key_values; 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
@@ -192,53 +253,47 @@
* Improvements made with merge: Better checking on potion, and also
* check weight
*/
-
bool object::can_merge_slow (object *ob1, object *ob2)
{
- /* A couple quicksanity checks */
+ /* A couple quick sanity checks */
if (ob1 == ob2
|| ob1->type != ob2->type
- || ob1->speed != ob2->speed
|| ob1->value != ob2->value
- || ob1->name != ob2->name)
+ || ob1->name != ob2->name
+ || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
return 0;
- //TODO: this ain't working well, use nicer and correct overflow check
- /* 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->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
- || ob1->arch != ob2->arch
+ if (ob1->arch->archname != ob2->arch->archname
|| ob1->name != ob2->name
|| ob1->title != ob2->title
|| ob1->msg != ob2->msg
|| ob1->weight != ob2->weight
- || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
- || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
|| 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->materialname != ob2->materialname
+ || ob1->material != ob2->material
|| ob1->lore != ob2->lore
|| ob1->subtype != ob2->subtype
|| ob1->move_type != ob2->move_type
@@ -247,21 +302,31 @@
|| 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)
+ || 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;
+
+ 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 */
+
+ if (ob1->inv->below || ob2->inv->below)
+ return 0; /* more than one object in inv */
- /* Now check to see if the two inventory objects could merge */
if (!object::can_merge (ob1->inv, ob2->inv))
- return 0;
+ return 0; /* inventory objects differ */
/* inventory ok - still need to check rest of this object to see
* if it is valid.
@@ -272,14 +337,14 @@
* 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
* 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)
@@ -290,75 +355,147 @@
break;
}
- if (ob1->key_values != NULL || ob2->key_values != NULL)
+ if (ob1->key_values || ob2->key_values)
{
/* 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->key_values) != (!ob2->key_values))
+ 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;
}
+// find player who can see this object
+object *
+object::visible_to () const
+{
+ if (client_visible () && !flag [FLAG_REMOVED])
+ {
+ // 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;
+ }
+ }
+
+ return 0;
+}
+
+// adjust weight per container type ("of holding")
+static sint32
+weight_adjust_for (object *op, sint32 weight)
+{
+ return op->type == CONTAINER
+ ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
+ : weight;
+}
+
/*
- * 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.
+ * adjust_weight(object, weight) adds the specified weight to an object,
+ * and also updates how much the environment(s) is/are carrying.
*/
-long
-sum_weight (object *op)
+static void
+adjust_weight (object *op, sint32 weight)
{
- long sum;
- object *inv;
-
- for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
+ while (op)
{
- if (inv->inv)
- sum_weight (inv);
- sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
- }
+ // adjust by actual difference to account for rounding errors
+ // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
+ weight = weight_adjust_for (op, op->carrying)
+ - weight_adjust_for (op, op->carrying - weight);
+
+ if (!weight)
+ return;
- if (op->type == CONTAINER && op->stats.Str)
- sum = (sum * (100 - op->stats.Str)) / 100;
+ op->carrying += weight;
- if (op->carrying != sum)
- op->carrying = sum;
+ if (object *pl = op->visible_to ())
+ if (pl != op) // player is handled lazily
+ esrv_update_item (UPD_WEIGHT, pl, op);
- return sum;
+ op = op->env;
+ }
}
-/**
- * Return the outermost environment object for a given object.
+/*
+ * 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 *
-object_get_env_recursive (object *op)
+void
+object::update_weight ()
{
- while (op->env != NULL)
- op = op->env;
- return op;
+ sint32 sum = 0;
+
+ for (object *op = inv; op; op = op->below)
+ {
+ if (op->inv)
+ op->update_weight ();
+
+ sum += op->total_weight ();
+ }
+
+ sum = weight_adjust_for (this, sum);
+
+ if (sum != carrying)
+ {
+ 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)
{
@@ -366,40 +503,41 @@
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;
}
@@ -409,45 +547,37 @@
* 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;
+ if (str_)
+ for_all_objects (op)
+ if (op->name == str_)
+ return op;
- 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;
+ // allow objects which own objects
+ if (owner)
+ while (owner->owner)
+ owner = owner->owner;
- /* 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;
+ if (flag [FLAG_FREED])
+ {
+ LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
+ return;
+ }
this->owner = owner;
}
@@ -458,7 +588,7 @@
static void
free_key_values (object *op)
{
- for (key_value *i = op->key_values; i != 0;)
+ for (key_value *i = op->key_values; i; )
{
key_value *next = i->next;
delete i;
@@ -480,37 +610,22 @@
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;
-
- 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;
+ dst->flag [FLAG_REMOVED] = true;
/* Copy over key_values, if any. */
if (key_values)
{
key_value *tail = 0;
- key_value *i;
-
dst->key_values = 0;
- for (i = key_values; i; i = i->next)
+ for (key_value *i = key_values; i; i = i->next)
{
key_value *new_link = new key_value;
- new_link->next = 0;
- new_link->key = i->key;
+ new_link->next = 0;
+ new_link->key = i->key;
new_link->value = i->value;
/* Try and be clever here, too. */
@@ -527,7 +642,31 @@
}
}
- update_ob_speed (dst);
+ dst->activate ();
+}
+
+void
+object::instantiate ()
+{
+ if (!uuid.seq) // HACK
+ uuid = UUID::gen ();
+
+ // TODO: unclean state changes, should nt be done in copy_to AND instantiate
+ if (flag [FLAG_RANDOM_SPEED] && speed)
+ speed_left = - speed - rndm (); // TODO animation
+ else
+ speed_left = -1.;
+
+ /* 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 = NUM_BODY_LOCATIONS; i--; )
+ slot[i].used = slot[i].info;
+
+ attachable::instantiate ();
}
object *
@@ -535,6 +674,12 @@
{
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;
}
@@ -543,12 +688,12 @@
* 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);
}
@@ -559,97 +704,14 @@
* 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.
- */
+ this->speed = speed;
- 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
- }
-
- 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 ();
}
/*
@@ -672,16 +734,14 @@
void
update_object (object *op, int action)
{
- 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)
+ if (!op->is_on_map ())
{
/* Animation is currently handled by client, so nothing
* to do in this case.
@@ -689,14 +749,8 @@
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
@@ -707,33 +761,37 @@
mapspace &m = op->ms ();
- if (m.flags_ & P_NEED_UPDATE)
+ if (!(m.flags_ & P_UPTODATE))
/* nop */;
else if (action == UP_OBJ_INSERT)
{
+#if 0
// this is likely overkill, TODO: revisit (schmorp)
- if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
- || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
- || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
+ 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))
- || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
- || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
+ || (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
- * to have move_allow right now.
+ * have move_allow right now.
*/
|| ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
- || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
- m.flags_ = P_NEED_UPDATE;
+ 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.
*/
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
- m.flags_ = P_NEED_UPDATE;
+ m.invalidate ();
else if (action == UP_OBJ_FACE)
/* Nothing to do for that case */ ;
else
@@ -743,192 +801,316 @@
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 ()
{
+ unlink ();
+
free_key_values (this);
}
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->in_memory != MAP_ACTIVE
+ || 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));
+
+ op = new(ni) object;
+
+ op->count = ++object_count;
+ }
+
+ 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;
- map = freed_map;
- x = 1;
- y = 1;
+ freelist = li;
+ ++free_count;
+}
+
+static struct freed_map : maptile
+{
+ freed_map ()
+ {
+ path = "";
+ name = "/internal/freed_objects_map";
+ width = 3;
+ height = 3;
+ no_drop = 1;
+ no_reset = 1;
+
+ alloc ();
+ in_memory = MAP_ACTIVE;
}
- // 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);
+ ~freed_map ()
+ {
+ destroy ();
+ }
+} freed_map; // freed objects are moved here to avoid crashes
+
+void
+object::do_destroy ()
+{
+ if (flag [FLAG_IS_LINKED])
+ remove_link ();
+
+ if (flag [FLAG_FRIENDLY])
+ remove_friendly_object (this);
+
+ remove ();
+ attachable::do_destroy ();
+
+ deactivate ();
unlink ();
- mortals.push_back (this);
+ flag [FLAG_FREED] = 1;
+
+ // hack to ensure that freed objects still have a valid map
+ map = &freed_map;
+ x = 1;
+ y = 1;
+
+ if (more)
+ {
+ more->destroy ();
+ more = 0;
+ }
+
+ head = 0;
+
+ // clear those pointers that likely might cause circular references
+ owner = 0;
+ enemy = 0;
+ attacked_by = 0;
+ current_weapon = 0;
}
-/*
- * 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::destroy ()
{
- while (op != NULL)
- {
- if (op->type == CONTAINER)
- weight = (signed long) (weight * (100 - op->stats.Str) / 100);
+ if (destroyed ())
+ return;
- op->carrying -= weight;
- op = op->env;
+ 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 ():
@@ -937,20 +1119,16 @@
* 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 ();
@@ -961,125 +1139,130 @@
*/
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 = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
- otmp->update_stats ();
+ adjust_weight (env, -total_weight ());
- if (above != NULL)
- above->below = below;
- else
- env->inv = below;
-
- 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;
+ 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
+
+ above = 0;
+ below = 0;
+ env = 0;
+
+ if (pl && pl->is_player ())
+ {
+ if (expect_false (pl->contr->combat_ob == this))
+ {
+ pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
+ pl->contr->combat_ob = 0;
+ if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
+ }
+
+ if (expect_false (pl->contr->ranged_ob == this))
+ {
+ pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
+ pl->contr->ranged_ob = 0;
+ if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
+ }
+
+ pl->contr->queue_stats_update ();
+
+ if (expect_false (glow_radius) && pl->is_on_map ())
+ update_all_los (pl->map, pl->x, pl->y);
+ }
}
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
- */
-
- /* link the object above us */
- if (above)
- above->below = below;
- else
- map->at (x, y).top = below; /* we were top, set new top */
+ map->dirty = true;
+ mapspace &ms = this->ms ();
- /* Relink the object below us, if there is one */
- if (below)
- below->above = above;
- else
+ if (object *pl = ms.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 (is_player ())
{
- 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);
- }
+ if (!flag [FLAG_WIZPASS])
+ ms.smell = ++mapspace::smellcount; // remember the smell of the player
+
+ // 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 ();
- map->at (x, y).bottom = above; /* goes on above it. */
+ --map->players;
+ map->touch ();
+ }
+ else if (pl->container_ () == this)
+ {
+ // 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;
+
above = 0;
below = 0;
+ ms.invalidate ();
+
if (map->in_memory == MAP_SAVING)
return;
- check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
+ int check_walk_off = !flag [FLAG_NO_APPLY];
- 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 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;
- }
-
- tmp->contr->ns->floorbox_update ();
- }
-
- /* 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))
- {
- move_apply (tmp, this, 0);
-
- if (destroyed ())
- LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
- }
+ 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 ();
- /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
+ //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 ();
+ }
- if (tmp->above == tmp)
- tmp->above = 0;
+ if (check_walk_off)
+ for (object *above, *tmp = ms.bot; tmp; tmp = above)
+ {
+ above = tmp->above;
- last = tmp;
- }
+ /* No point updating the players look faces if he is the object
+ * being removed.
+ */
- /* last == NULL of there are no objects on this space */
- if (!last)
- map->at (x, y).flags_ = P_NEED_UPDATE;
- else
- update_object (last, UP_OBJ_REMOVE);
+ /* 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 (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
+ if (affects_los ())
update_all_los (map, x, y);
}
}
@@ -1098,44 +1281,65 @@
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;
+ for (; top; top = top->below)
+ if (object::can_merge (op, top))
+ {
+ top->nrof += op->nrof;
- if (object::can_merge (op, top))
- {
- top->nrof += op->nrof;
+ if (object *pl = top->visible_to ())
+ esrv_update_item (UPD_NROF, pl, top);
-/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
- op->weight = 0; /* Don't want any adjustements now */
- op->destroy ();
- return 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);
@@ -1158,108 +1362,58 @@
*
* 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;
+ op->remove ();
- 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;
- }
+ if (m == &freed_map)//D TODO: remove soon
+ {//D
+ LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
+ }//D
- 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 (!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)
+ 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)
{
@@ -1269,24 +1423,27 @@
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
- op->ms ().bottom = 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.
@@ -1299,43 +1456,42 @@
* 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, 0, op->x, op->y, 0, 0) & 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
@@ -1346,49 +1502,42 @@
}
} /* 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);
-
- if (op->above)
- op->above->below = op;
+ op->below = 0;
+ op->above = ms.bot;
+ ms.bot = op;
- op->below = NULL;
- op->ms ().bottom = 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)
- op->ms ().top = 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))
- if (object *pl = op->ms ().player ())
+ 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
@@ -1397,15 +1546,20 @@
* 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 floorbox_update called before calling this.
*
@@ -1416,17 +1570,17 @@
*/
/* 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;
+ return 0;
/* If we are a multi part object, lets work our way through the check
* walk on's.
*/
- for (tmp = op->more; tmp != NULL; tmp = tmp->more)
+ for (object *tmp = op->more; tmp; tmp = tmp->more)
if (check_move_on (tmp, originator))
- return NULL;
+ return 0;
}
return op;
@@ -1437,170 +1591,110 @@
* 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, *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->is_player ())
+ originator->contr->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 (i == 0) /* objects with op->nrof require this check */
- return op;
+ if (!nr)
+ return true;
- if (i > op->nrof)
- i = op->nrof;
+ nr = min (nr, nrof);
- if (QUERY_FLAG (op, FLAG_REMOVED))
- op->nrof -= i;
- else if (op->env)
- {
- /* is this object in the players inventory, or sub container
- * therein?
- */
- tmp = op->in_player ();
- /* 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)
- {
- tmp = pl->ob;
- break;
- }
- }
-
- 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
+ if (nrof > nr)
{
- object *above = op->above;
+ nrof -= nr;
+ adjust_weight (env, -weight * max (1, nr)); // carrying == 0
- 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; tmp = tmp->above)
- if (tmp->type == PLAYER)
- {
- if (op->nrof)
- esrv_send_item (tmp, op);
- else
- esrv_del_item (tmp->contr, op->count);
- }
+ return true;
}
-
- if (op->nrof)
- return op;
else
{
- op->destroy ();
- return 0;
+ 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;
}
}
@@ -1615,9 +1709,9 @@
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;
}
@@ -1632,86 +1726,70 @@
* 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 (object::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 needs the original object) */
+ tmp->nrof += op->nrof;
- /* 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));
+ if (object *pl = tmp->visible_to ())
+ esrv_update_item (UPD_NROF, pl, tmp);
+
+ adjust_weight (this, op->total_weight ());
- otmp = this->in_player ();
- if (otmp && otmp->contr)
- if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
- otmp->update_stats ();
+ 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->map = 0;
- op->env = this;
op->above = 0;
- op->below = 0;
- op->x = 0, op->y = 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);
+
+ adjust_weight (this, 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;
}
@@ -1736,22 +1814,23 @@
* object being inserted. insert_ob_in_map may not put new objects
* on top.
*/
-
int
check_move_on (object *op, object *originator)
{
+ 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
@@ -1772,19 +1851,10 @@
/* The objects have to be checked from top to bottom.
* 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 */
@@ -1794,18 +1864,16 @@
* 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;
@@ -1838,21 +1906,19 @@
* 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;
}
@@ -1861,21 +1927,19 @@
* 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;
}
@@ -1884,16 +1948,13 @@
* 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;
}
@@ -1911,19 +1972,14 @@
* 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;
}
/*
@@ -1931,16 +1987,13 @@
* 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;
}
@@ -1950,44 +2003,24 @@
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);
+ }
}
/*
@@ -1999,10 +2032,7 @@
* 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
@@ -2011,21 +2041,33 @@
* 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, flag;
+
+ 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.
@@ -2035,14 +2077,28 @@
* to only the spaces immediately surrounding the target area, and
* won't look 2 spaces south of the target space.
*/
- else if ((flag & P_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)];
}
/*
@@ -2051,43 +2107,29 @@
* 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 + freearr_x[i], y + freearr_y[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;
-
- len = end - begin;
- for (i = begin; i < end; i++)
- {
- j = begin + RANDOM () % len;
-
- tmp = arr[i];
- arr[i] = arr[j];
- arr[j] = tmp;
- }
+ arr += begin;
+ end -= begin;
+
+ while (--end)
+ swap (arr [end], arr [rndm (end + 1)]);
}
/* new function to make monster searching more efficient, and effective!
@@ -2100,13 +2142,10 @@
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);
@@ -2125,23 +2164,13 @@
* 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, mflags;
+ MoveType move_type;
- MoveType blocked, move_type;
-
- if (exclude && exclude->head)
+ if (exclude && exclude->head_ () != exclude)
{
exclude = exclude->head;
move_type = exclude->move_type;
@@ -2152,30 +2181,25 @@
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];
-
- mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
+ mapxy pos (m, x, y);
+ pos.move (i);
- if (mflags & P_OUT_OF_MAP)
+ 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; 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];
}
}
}
@@ -2187,14 +2211,10 @@
* 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);
}
/*
@@ -2202,7 +2222,6 @@
* an object which has subtracted the x and y coordinates of another
* object, needs to travel toward it.
*/
-
int
find_dir_2 (int x, int y)
{
@@ -2241,35 +2260,18 @@
}
/*
- * 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).
- */
-
-int
-absdir (int d)
-{
- while (d < 1)
- d += 8;
- while (d > 8)
- d -= 8;
- return d;
-}
-
-/*
* 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;
d = abs (dir1 - dir2);
if (d > 4)
d = 8 - d;
+
return d;
}
@@ -2282,9 +2284,7 @@
* 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 */
@@ -2385,98 +2385,39 @@
*
* 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));
}
/*
* create clone from object to another
*/
object *
-object_create_clone (object *asrc)
+object::deep_clone ()
{
- object *dst = 0, *tmp, *src, *part, *prev, *item;
-
- if (!asrc)
- return 0;
+ assert (("deep_clone called on non-head object", is_head ()));
- 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.
@@ -2484,157 +2425,53 @@
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;
-}
-
-/* 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.
- */
-key_value *
-get_ob_key_link (const object *ob, const char *key)
-{
- key_value *link;
-
- for (link = ob->key_values; link != NULL; link = link->next)
- if (link->key == key)
- return link;
-
- return NULL;
+ return 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
+object::kv_get (shstr_tmp key) const
{
- key_value *link;
- shstr_cmp canonical_key (key);
-
- 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;
- }
+ for (key_value *kv = key_values; kv; kv = kv->next)
+ if (kv->key == key)
+ return kv->value;
- /* 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;
-
- return 0;
+ return shstr ();
}
-
-/*
- * 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
+object::kv_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;
- }
-
- 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;
-
- delete field;
- }
- }
- return TRUE;
- }
- /* IF we get here, key doesn't exist */
-
- /* No field, we'll have to add it. */
-
- if (!add_key)
- {
- return FALSE;
- }
- /* 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;
+ for (key_value *kv = key_values; kv; kv = kv->next)
+ if (kv->key == key)
+ {
+ kv->value = value;
+ return;
+ }
- field = new key_value;
+ key_value *kv = new key_value;
- field->key = canonical_key;
- field->value = value;
- /* Usual prepend-addition. */
- field->next = op->key_values;
- op->key_values = field;
+ kv->next = key_values;
+ kv->key = key;
+ kv->value = value;
- return TRUE;
+ key_values = kv;
}
-/*
- * 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)
+void
+object::kv_del (shstr_tmp key)
{
- shstr key_ (key);
-
- return set_ob_key_value_s (op, key_, value, add_key);
+ for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
+ if ((*kvp)->key == key)
+ {
+ key_value *kv = *kvp;
+ *kvp = (*kvp)->next;
+ delete kv;
+ return;
+ }
}
object::depth_iterator::depth_iterator (object *container)
@@ -2658,24 +2495,56 @@
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;
}
@@ -2683,7 +2552,206 @@
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 ();
+}
+
+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 ();
+}
+
+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;
+}
+
+//-GPL
+
+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 = get_archetype (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;
}