--- deliantra/server/common/object.C 2006/09/11 12:38:36 1.29
+++ deliantra/server/common/object.C 2007/09/12 11:10:09 1.188
@@ -1,26 +1,25 @@
-
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- 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 crossfire-devel@real-time.com
-*/
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT 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 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 GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
+ */
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
sub/add_weight will transcend the environment updating the carrying
@@ -31,13 +30,17 @@
#include
#include
#include
-#include
+#include
#include
+#include
+
int nrofallocobjects = 0;
+static UUID uuid;
+const uint64 UUID_SKIP = 1<<19;
-object *objects; /* Pointer to the list of used objects */
-object *active_objects; /* List of active objects that need to be processed */
+objectvec objects;
+activevec actives;
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
@@ -53,6 +56,83 @@
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;
+
+ 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);
+}
+
+static void
+read_uuid (void)
+{
+ char filename[MAX_BUF];
+
+ sprintf (filename, "%s/uuid", settings.localdir);
+
+ FILE *fp;
+
+ if (!(fp = fopen (filename, "r")))
+ {
+ if (errno == ENOENT)
+ {
+ LOG (llevInfo, "RESET uid to 1\n");
+ uuid.seq = 0;
+ write_uuid ();
+ return;
+ }
+
+ LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
+ _exit (1);
+ }
+
+ int version;
+ unsigned long long uid;
+ if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
+ {
+ LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
+ _exit (1);
+ }
+
+ uuid.seq = uid;
+ write_uuid ();
+ LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
+ fclose (fp);
+}
+
+UUID
+gen_uuid ()
+{
+ UUID uid;
+
+ uid.seq = ++uuid.seq;
+
+ if (!(uuid.seq & (UUID_SKIP - 1)))
+ write_uuid ();
+
+ return uid;
+}
+
+void
+init_uuid ()
+{
+ 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)
@@ -65,7 +145,7 @@
*/
/* For each field in wants, */
- for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
+ for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
{
key_value *has_field;
@@ -109,21 +189,22 @@
* 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))
- return 0;
-
- if (ob1->speed != ob2->speed)
+ if (ob1 == ob2
+ || ob1->type != ob2->type
+ || ob1->speed != ob2->speed
+ || ob1->value != ob2->value
+ || ob1->name != ob2->name)
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).
@@ -143,37 +224,31 @@
if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
SET_FLAG (ob2, FLAG_BEEN_APPLIED);
-
- /* 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_CLIENT_SENT).any ()
+ || ob1->arch != ob2->arch
+ || 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->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)
return 0;
/* This is really a spellbook check - really, we should
@@ -186,7 +261,7 @@
return 0;
/* Now check to see if the two inventory objects could merge */
- if (!CAN_MERGE (ob1->inv, ob2->inv))
+ if (!object::can_merge (ob1->inv, ob2->inv))
return 0;
/* inventory ok - still need to check rest of this object to see
@@ -205,7 +280,7 @@
* 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 (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
return 0;
switch (ob1->type)
@@ -226,14 +301,14 @@
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;
+ if (!cfperl_can_merge (ob1, ob2))
+ return 0;
}
/* Everything passes, must be OK. */
@@ -251,16 +326,20 @@
long sum;
object *inv;
- for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
+ for (sum = 0, inv = op->inv; inv; inv = inv->below)
{
if (inv->inv)
sum_weight (inv);
+
sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
}
+
if (op->type == CONTAINER && op->stats.Str)
sum = (sum * (100 - op->stats.Str)) / 100;
+
if (op->carrying != sum)
op->carrying = sum;
+
return sum;
}
@@ -277,102 +356,19 @@
}
/*
- * 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.
- */
-
-object *
-is_player_inv (object *op)
-{
- for (; op != NULL && op->type != PLAYER; op = op->env)
- if (op->env == op)
- op->env = NULL;
- return op;
-}
-
-/*
* 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.
*/
-
-void
-dump_object2 (object *op)
-{
- errmsg[0] = 0;
- return;
- //TODO//D#d#
-#if 0
- char *cp;
-
-/* object *tmp;*/
-
- if (op->arch != NULL)
- {
- strcat (errmsg, "arch ");
- strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
- strcat (errmsg, "\n");
- if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
- strcat (errmsg, cp);
-# if 0
- /* Don't dump player diffs - they are too long, mostly meaningless, and
- * will overflow the buffer.
- * Changed so that we don't dump inventory either. This may
- * also overflow the buffer.
- */
- if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
- strcat (errmsg, cp);
- for (tmp = op->inv; tmp; tmp = tmp->below)
- dump_object2 (tmp);
-# endif
- strcat (errmsg, "end\n");
- }
- else
- {
- strcat (errmsg, "Object ");
- if (op->name == NULL)
- strcat (errmsg, "(null)");
- else
- strcat (errmsg, op->name);
- strcat (errmsg, "\n");
-# if 0
- if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
- strcat (errmsg, cp);
- for (tmp = op->inv; tmp; tmp = tmp->below)
- dump_object2 (tmp);
-# endif
- strcat (errmsg, "end\n");
- }
-#endif
-}
-
-/*
- * Dumps an object. Returns output in the static global errmsg array.
- */
-
-void
+char *
dump_object (object *op)
{
- if (op == NULL)
- {
- strcpy (errmsg, "[NULL pointer]");
- return;
- }
- errmsg[0] = '\0';
- dump_object2 (op);
-}
-
-void
-dump_all_objects (void)
-{
- object *op;
+ if (!op)
+ return strdup ("[NULLOBJ]");
- for (op = objects; op != NULL; op = op->next)
- {
- dump_object (op);
- fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
- }
+ object_freezer freezer;
+ op->write (freezer);
+ return freezer.as_string ();
}
/*
@@ -380,7 +376,6 @@
* multi-object 1 which is closest to the second object.
* If it's not a multi-object, it is returned.
*/
-
object *
get_nearest_part (object *op, const object *pl)
{
@@ -398,16 +393,14 @@
/*
* Returns the object which has the count-variable equal to the argument.
*/
-
object *
find_object (tag_t i)
{
- object *op;
+ for_all_objects (op)
+ if (op->count == i)
+ return op;
- for (op = objects; op != NULL; op = op->next)
- if (op->count == i)
- break;
- return op;
+ return 0;
}
/*
@@ -415,15 +408,14 @@
* Used only by the patch command, but not all that useful.
* Enables features like "patch food 999"
*/
-
object *
find_object_name (const char *str)
{
- const char *name = shstr::find (str);
+ shstr_cmp str_ (str);
object *op;
- for (op = objects; op != NULL; op = op->next)
- if (&op->name == name)
+ for_all_objects (op)
+ if (op->name == str_)
break;
return op;
@@ -436,102 +428,85 @@
}
/*
- * Returns the object which this object marks as being the owner.
- * A id-scheme is used to avoid pointing to objects which have been
- * freed and are now reused. If this is detected, the owner is
- * set to NULL, and NULL is returned.
- * Changed 2004-02-12 - if the player is setting at the play again
- * prompt, he is removed, and we don't want to treat him as an owner of
- * anything, so check removed flag. I don't expect that this should break
- * anything - once an object is removed, it is basically dead anyways.
+ * Sets the owner and sets the skill and exp pointers to owner's current
+ * skill and experience objects.
+ * ACTUALLY NO! investigate! TODO
*/
-
-object *
-get_owner (object *op)
+void
+object::set_owner (object *owner)
{
- if (op->owner == NULL)
- return NULL;
-
- if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
- return op->owner;
+ // allow objects which own objects
+ if (owner)
+ while (owner->owner)
+ owner = owner->owner;
- op->owner = NULL;
- op->ownercount = 0;
- return NULL;
+ this->owner = owner;
}
-void
-clear_owner (object *op)
+int
+object::slottype () const
{
- if (!op)
- return;
-
- if (op->owner && op->ownercount == op->owner->count)
- op->owner->refcount--;
-
- op->owner = NULL;
- op->ownercount = 0;
+ if (type == SKILL)
+ {
+ if (IS_COMBAT_SKILL (subtype)) return slot_combat;
+ if (IS_RANGED_SKILL (subtype)) return slot_ranged;
+ }
+ else
+ {
+ if (slot [body_combat].info) return slot_combat;
+ if (slot [body_range ].info) return slot_ranged;
+ }
+
+ return slot_none;
}
-/*
- * Sets the owner and sets the skill and exp pointers to owner's current
- * skill and experience objects.
- */
-void
-set_owner (object *op, object *owner)
+bool
+object::change_weapon (object *ob)
{
- if (owner == NULL || op == NULL)
- return;
+ if (current_weapon == ob)
+ return true;
- /* 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 && owner->ownercount == owner->owner->count)
- owner = owner->owner;
+ if (chosen_skill)
+ chosen_skill->flag [FLAG_APPLIED] = false;
- /* IF the owner still has an owner, we did not resolve to a final owner.
- * so lets not add to that.
- */
- if (owner->owner)
- return;
+ current_weapon = ob;
+ chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
- op->owner = owner;
+ if (chosen_skill)
+ chosen_skill->flag [FLAG_APPLIED] = true;
- op->ownercount = owner->count;
- owner->refcount++;
-}
+ update_stats ();
-/* Set the owner to clone's current owner and set the skill and experience
- * objects to clone's objects (typically those objects that where the owner's
- * current skill and experience objects at the time when clone's owner was
- * set - not the owner's current skill and experience objects).
- *
- * Use this function if player created an object (e.g. fire bullet, swarm
- * spell), and this object creates further objects whose kills should be
- * accounted for the player's original skill, even if player has changed
- * skills meanwhile.
- */
-void
-copy_owner (object *op, object *clone)
-{
- object *owner = get_owner (clone);
+ if (ob)
+ {
+ // now check wether any body locations became invalid, in which case
+ // we cannot apply the weapon at the moment.
+ for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
+ if (slot[i].used < 0)
+ {
+ current_weapon = chosen_skill = 0;
+ update_stats ();
+
+ new_draw_info_format (NDI_UNIQUE, 0, this,
+ "You try to balance all your items at once, "
+ "but the %s is just too much for your body. "
+ "[You need to unapply some items first.]", &ob->name);
+ return false;
+ }
- if (owner == NULL)
+ //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
+ }
+ else
+ ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
+
+ if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
{
- /* players don't have owners - they own themselves. Update
- * as appropriate.
- */
- if (clone->type == PLAYER)
- owner = clone;
- else
- return;
+ LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
+ &name, ob->debug_desc ());
+ return false;
}
- set_owner (op, owner);
+ return true;
}
/* Zero the key_values on op, decrementing the shared-string
@@ -540,7 +515,7 @@
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;
@@ -551,105 +526,24 @@
op->key_values = 0;
}
-void object::clear ()
-{
- attachable_base::clear ();
-
- free_key_values (this);
-
- clear_owner (this);
-
- name = 0;
- name_pl = 0;
- title = 0;
- race = 0;
- slaying = 0;
- skill = 0;
- msg = 0;
- lore = 0;
- custom_name = 0;
- materialname = 0;
-
- memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
-
- SET_FLAG (this, FLAG_REMOVED);
-}
-
-void object::clone (object *destination)
+object &
+object::operator =(const object &src)
{
- *(object_copy *) destination = *this;
- *(object_pod *) destination = *this;
-
- if (self || cb)
- INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
-}
-
-/*
- * clear_object() frees everything allocated by an object, and also
- * clears all variables and flags to default settings.
- */
-
-void
-clear_object (object *op)
-{
- op->clear ();
-
- op->contr = NULL;
- op->below = NULL;
- op->above = NULL;
- op->inv = NULL;
- op->container = NULL;
- op->env = NULL;
- op->more = NULL;
- op->head = NULL;
- op->map = NULL;
- op->refcount = 0;
- op->active_next = NULL;
- op->active_prev = NULL;
- /* What is not cleared is next, prev, and count */
-
- op->expmul = 1.0;
- op->face = blank_face;
- op->attacked_by_count = -1;
-
- if (settings.casting_time)
- op->casting_time = -1;
-}
-
-/*
- * copy object first frees everything allocated by the second object,
- * and then copies the contends of the first object into the second
- * object, allocating what needs to be allocated. Basically, any
- * data that is malloc'd needs to be re-malloc/copied. Otherwise,
- * if the first object is freed, the pointers in the new object
- * will point at garbage.
- */
-
-void
-copy_object (object *op2, object *op)
-{
- bool is_freed = QUERY_FLAG (op, FLAG_FREED);
- bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
-
- op2->clone (op);
+ bool is_freed = flag [FLAG_FREED];
+ bool is_removed = flag [FLAG_REMOVED];
- if (is_freed)
- SET_FLAG (op, FLAG_FREED);
- if (is_removed)
- SET_FLAG (op, FLAG_REMOVED);
+ *(object_copy *)this = src;
- if (op2->speed < 0)
- op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
+ flag [FLAG_FREED] = is_freed;
+ flag [FLAG_REMOVED] = is_removed;
/* Copy over key_values, if any. */
- if (op2->key_values)
+ if (src.key_values)
{
key_value *tail = 0;
- key_value *i;
+ key_values = 0;
- op->key_values = 0;
-
- for (i = op2->key_values; i; i = i->next)
+ for (key_value *i = src.key_values; i; i = i->next)
{
key_value *new_link = new key_value;
@@ -658,9 +552,9 @@
new_link->value = i->value;
/* Try and be clever here, too. */
- if (!op->key_values)
+ if (!key_values)
{
- op->key_values = new_link;
+ key_values = new_link;
tail = new_link;
}
else
@@ -670,8 +564,52 @@
}
}
}
+}
- update_ob_speed (op);
+/*
+ * copy_to first frees everything allocated by the dst object,
+ * and then copies the contents of itself into the second
+ * object, allocating what needs to be allocated. Basically, any
+ * data that is malloc'd needs to be re-malloc/copied. Otherwise,
+ * if the first object is freed, the pointers in the new object
+ * will point at garbage.
+ */
+void
+object::copy_to (object *dst)
+{
+ *dst = *this;
+
+ if (speed < 0)
+ dst->speed_left -= rndm ();
+
+ dst->set_speed (dst->speed);
+}
+
+void
+object::instantiate ()
+{
+ if (!uuid.seq) // HACK
+ uuid = gen_uuid ();
+
+ speed_left = -0.1f;
+ /* 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 *
+object::clone ()
+{
+ object *neu = create ();
+ copy_to (neu);
+ return neu;
}
/*
@@ -679,12 +617,12 @@
* 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 (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
return;
+
SET_ANIMATION (op, op->direction);
update_object (op, UP_OBJ_FACE);
}
@@ -694,98 +632,25 @@
* value, or vice versa, then add/remove the object from the active list.
* 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)
+ if (flag [FLAG_FREED] && speed)
{
- LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
-#ifdef MANY_CORES
- abort ();
-#else
- op->speed = 0;
-#endif
+ LOG (llevError, "Object %s is freed but has speed.\n", &name);
+ speed = 0;
}
- 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;
- }
- 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;
+ this->speed = speed;
- if (op->active_prev == NULL)
- {
- active_objects = op->active_next;
- if (op->active_next != NULL)
- op->active_next->active_prev = NULL;
- }
+ if (has_active_speed ())
+ activate ();
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...)
@@ -794,10 +659,6 @@
* 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
@@ -805,13 +666,9 @@
* 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)
{
/* this should never happen */
@@ -819,7 +676,7 @@
return;
}
- if (op->env != NULL)
+ if (op->env)
{
/* Animation is currently handled by client, so nothing
* to do in this case.
@@ -834,7 +691,7 @@
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
@@ -843,442 +700,431 @@
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 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 (!(m.flags_ & P_UPTODATE))
+ /* nop */;
+ else if (action == UP_OBJ_INSERT)
+ {
+ // 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))
+ || (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))
+ || (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.
+ */
+ || ((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_ = 0;
+ }
+ /* 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.flags_ = 0;
else if (action == UP_OBJ_FACE)
/* Nothing to do for that case */ ;
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);
}
-static unordered_vector < object *>mortals;
-static
-std::vector < object *>
- freed;
-
-void object::free_mortals ()
-{
- for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
- if (!(*i)->refcount)
- {
- freed.push_back (*i);
- mortals.erase (i);
- }
- else
- ++i;
-}
-
object::object ()
{
SET_FLAG (this, FLAG_REMOVED);
expmul = 1.0;
face = blank_face;
- attacked_by_count = -1;
}
object::~object ()
{
+ unlink ();
+
free_key_values (this);
}
+static int object_count;
+
void object::link ()
{
- count = ++ob_count;
-
- prev = 0;
- next = objects;
-
- if (objects)
- objects->prev = this;
+ assert (!index);//D
+ uuid = gen_uuid ();
+ count = ++object_count;
- objects = this;
+ refcnt_inc ();
+ objects.insert (this);
}
void object::unlink ()
{
- count = 0;
-
- /* Remove this object from the list of used objects */
- if (prev)
- {
- prev->next = next;
- prev = 0;
- }
-
- if (next)
- {
- next->prev = prev;
- next = 0;
- }
+ if (!index)
+ return;
- if (this == objects)
- objects = next;
+ objects.erase (this);
+ refcnt_dec ();
}
-object *object::create ()
+void
+object::activate ()
{
- object *
- op;
+ /* If already on active list, don't do anything */
+ if (active)
+ return;
- if (freed.empty ())
- op = new object;
+ if (has_active_speed ())
+ actives.insert (this);
+}
- else
- {
- // highly annoying, but the only way to get it stable right now
- op = freed.back ();
- freed.pop_back ();
- op->~object ();
- new ((void *) op) object;
- }
+void
+object::activate_recursive ()
+{
+ activate ();
- op->link ();
- return op;
+ for (object *op = inv; op; op = op->below)
+ op->activate_recursive ();
}
-/*
- * 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 free_inventory is set, free inventory as well. Else drop items in
- * inventory to the ground.
+/* 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::free (bool free_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_REMOVED))
- remove_ob (this);
+ actives.erase (this);
+}
- if (QUERY_FLAG (this, FLAG_FRIENDLY))
- remove_friendly_object (this);
+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->free (free_inventory);
- more = 0;
+ op->flag [flag] = value;
+ op->set_flag_inv (flag, value);
}
+}
+
+/*
+ * 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 tis inventory,
+ // cf will crash below with off-map x and y
+ if (!inv)
+ return;
- if (inv)
+ /* 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_IN_MEMORY
+ || map->nodrop
+ || 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 (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
+ while (inv)
+ {
+ inv->destroy_inv (drop_to_ground);
+ inv->destroy ();
+ }
+ }
+ else
+ { /* Put objects in inventory onto this space */
+ while (inv)
{
object *op = inv;
- while (op)
- {
- object *tmp = op->below;
- op->free (free_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;
+object *object::create ()
+{
+ object *op = new object;
+ op->link ();
+ return op;
+}
- remove_ob (op);
+void
+object::do_destroy ()
+{
+ attachable::do_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))
- free_object (op);
- else
- {
- op->x = x;
- op->y = y;
- insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
- }
+ if (flag [FLAG_IS_LINKED])
+ remove_button_link (this);
- op = tmp;
- }
- }
- }
+ if (flag [FLAG_FRIENDLY])
+ remove_friendly_object (this);
- clear_owner (this);
+ if (!flag [FLAG_REMOVED])
+ remove ();
- /* Remove object from the active list */
- speed = 0;
- update_ob_speed (this);
+ destroy_inv (true);
+ deactivate ();
unlink ();
- mortals.push_back (this);
+ flag [FLAG_FREED] = 1;
+
+ // hack to ensure that freed objects still have a valid map
+ {
+ static maptile *freed_map; // freed objects are moved here to avoid crashes
+
+ if (!freed_map)
+ {
+ freed_map = new maptile;
+
+ freed_map->path = "";
+ freed_map->name = "/internal/freed_objects_map";
+ freed_map->width = 3;
+ freed_map->height = 3;
+
+ freed_map->alloc ();
+ freed_map->in_memory = MAP_IN_MEMORY;
+ }
+
+ 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;
+}
+
+void
+object::destroy (bool destroy_inventory)
+{
+ if (destroyed ())
+ return;
+
+ if (destroy_inventory)
+ destroy_inv (false);
+
+ 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 ();
}
/*
* 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)
{
while (op != NULL)
{
if (op->type == CONTAINER)
- {
- weight = (signed long) (weight * (100 - op->stats.Str) / 100);
- }
+ weight = (signed long) (weight * (100 - op->stats.Str) / 100);
+
op->carrying -= weight;
op = op->env;
}
}
-/* remove_ob(op):
+/* op->remove ():
* This function removes the object op from the linked list of objects
* which it is currently tied to. When this function is done, the
* 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
-remove_ob (object *op)
+object::do_remove ()
{
- object *
- tmp, *
- last = NULL;
- object *
- otmp;
-
- tag_t
- tag;
- int
- check_walk_off;
- mapstruct *
- m;
-
- sint16
- x,
- y;
+ object *tmp, *last = 0;
+ object *otmp;
- if (QUERY_FLAG (op, FLAG_REMOVED))
+ if (QUERY_FLAG (this, FLAG_REMOVED))
return;
- SET_FLAG (op, FLAG_REMOVED);
+ SET_FLAG (this, FLAG_REMOVED);
+ INVOKE_OBJECT (REMOVE, this);
- if (op->more != NULL)
- remove_ob (op->more);
+ if (more)
+ more->remove ();
/*
* In this case, the object to be removed is in someones
* inventory.
*/
- if (op->env != NULL)
+ if (env)
{
- if (op->nrof)
- sub_weight (op->env, op->weight * op->nrof);
+ if (nrof)
+ sub_weight (env, weight * nrof);
else
- sub_weight (op->env, op->weight + op->carrying);
+ sub_weight (env, weight + carrying);
/* 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 (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
- fix_player (otmp);
+ if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
+ otmp->update_stats ();
- if (op->above != NULL)
- op->above->below = op->below;
+ if (above)
+ above->below = below;
else
- op->env->inv = op->below;
+ env->inv = below;
- if (op->below != NULL)
- op->below->above = op->above;
+ if (below)
+ below->above = above;
/* 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.
*/
- op->x = op->env->x, op->y = op->env->y;
- op->map = op->env->map;
- op->above = NULL, op->below = NULL;
- op->env = NULL;
- }
- else if (op->map)
- {
- x = op->x;
- y = op->y;
- m = get_map_from_coord (op->map, &x, &y);
-
- if (!m)
- {
- LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
- op->map->path, op->x, op->y);
- /* in old days, we used to set x and y to 0 and continue.
- * it seems if we get into this case, something is probablye
- * screwed up and should be fixed.
- */
- abort ();
- }
+ x = env->x, y = env->y;
+ map = env->map;
+ above = 0, below = 0;
+ env = 0;
+ }
+ else if (map)
+ {
+ if (type == 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 ();
- if (op->map != m)
- LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
- op->map->path, m->path, op->x, op->y, x, y);
+ --map->players;
+ map->touch ();
+ }
- /* Re did the following section of code - it looks like it had
- * lots of logic for things we no longer care about
- */
+ map->dirty = true;
+ mapspace &ms = this->ms ();
/* link the object above us */
- if (op->above)
- op->above->below = op->below;
+ if (above)
+ above->below = below;
else
- SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
+ ms.top = below; /* we were top, set new top */
/* Relink the object below us, if there is one */
- if (op->below)
- op->below->above = op->above;
+ if (below)
+ below->above = above;
else
{
/* 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 (m, x, y) != op)
- {
- dump_object (op);
- 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", errmsg);
- dump_object (GET_MAP_OB (m, x, y));
- LOG (llevError, "%s\n", errmsg);
- }
+ if (GET_MAP_OB (map, x, y) != this)
+ LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
- SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
+ ms.bot = above; /* goes on above it. */
}
- op->above = 0;
- op->below = 0;
+ above = 0;
+ below = 0;
- if (op->map->in_memory == MAP_SAVING)
+ if (map->in_memory == MAP_SAVING)
return;
- tag = op->count;
- check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
+ int check_walk_off = !flag [FLAG_NO_APPLY];
+
+ if (object *pl = ms.player ())
+ {
+ 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 ();
+
+ pl->contr->ns->floorbox_update ();
+ }
- for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
+ for (tmp = ms.bot; tmp; tmp = tmp->above)
{
/* No point updating the players look faces if he is the object
* being removed.
*/
- if (tmp->type == PLAYER && tmp != op)
+ /* See if object moving off should effect something */
+ if (check_walk_off
+ && ((move_type & tmp->move_off)
+ && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
{
- /* If a container that the player is currently using somehow gets
- * removed (most likely destroyed), update the player view
- * appropriately.
- */
- if (tmp->container == op)
- {
- CLEAR_FLAG (op, FLAG_APPLIED);
- tmp->container = NULL;
- }
-
- tmp->contr->socket.update_look = 1;
- }
+ move_apply (tmp, this, 0);
- /* See if player moving off should effect something */
- if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
- {
- move_apply (tmp, op, NULL);
-
- if (was_destroyed (op, tag))
- {
- LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
- }
+ if (destroyed ())
+ LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
}
- /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
-
- if (tmp->above == tmp)
- tmp->above = NULL;
-
last = tmp;
}
- /* last == NULL of there are no objects on this space */
- if (last == NULL)
- {
- /* 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 (op->map, op->x, op->y, P_NEED_UPDATE);
- update_position (op->map, op->x, op->y);
- }
+ /* last == NULL if there are no objects on this space */
+ //TODO: this makes little sense, why only update the topmost object?
+ if (!last)
+ map->at (x, y).flags_ = 0;
else
update_object (last, UP_OBJ_REMOVE);
- if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
- update_all_los (op->map, op->x, op->y);
+ if (flag [FLAG_BLOCKSVIEW] || glow_radius)
+ update_all_los (map, x, y);
}
}
@@ -1290,51 +1136,69 @@
* If top is NULL, it is calculated.
* Returns pointer to object if it succeded in the merge, otherwise NULL
*/
-
object *
merge_ob (object *op, object *top)
{
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)
+ for (; top; top = top->below)
{
if (top == op)
continue;
- if (CAN_MERGE (op, top))
+
+ if (object::can_merge (op, top))
{
top->nrof += op->nrof;
/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
op->weight = 0; /* Don't want any adjustements now */
- remove_ob (op);
- free_object (op);
+ op->destroy ();
return top;
}
}
- return NULL;
+ 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 = arch_to_object (at);
+
+ 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, mapstruct *m, object *originator, int flag, int x, int y)
+insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
{
- object *tmp;
-
- 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);
@@ -1360,96 +1224,42 @@
* NULL if 'op' was destroyed
* just 'op' otherwise
*/
-
object *
-insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
+insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
{
- object *tmp, *top, *floor = NULL;
- sint16 x, y;
+ assert (!op->flag [FLAG_FREED]);
- if (QUERY_FLAG (op, FLAG_FREED))
- {
- LOG (llevError, "Trying to insert freed object!\n");
- return NULL;
- }
+ object *top, *floor = NULL;
- if (m == NULL)
- {
- dump_object (op);
- LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
- return op;
- }
-
- if (out_of_map (m, op->x, op->y))
- {
- dump_object (op);
- LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
-#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
- return op;
- }
+ op->remove ();
- 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
+ */
+ if (!xy_normalise (m, op->x, op->y))
{
- dump_object (op);
- LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
- return op;
+ op->destroy ();
+ 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);
- /* 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;
+ op->map = m;
+ 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))
{
op->nrof += tmp->nrof;
- remove_ob (tmp);
- free_object (tmp);
+ tmp->destroy ();
}
CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
@@ -1472,17 +1282,19 @@
if (op->below)
op->below->above = op;
else
- SET_MAP_OB (op->map, op->x, op->y, op);
+ ms.bot = op;
/* since *below* originator, no need to update top */
originator->below = op;
}
else
{
+ top = ms.bot;
+
/* If there are other objects, then */
- if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
+ if ((!(flag & INS_MAP_LOAD)) && top)
{
- object *last = NULL;
+ object *last = 0;
/*
* If there are multiple objects on this space, we do some trickier handling.
@@ -1496,8 +1308,7 @@
* 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 (top = ms.bot; top; top = top->above)
{
if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
floor = top;
@@ -1510,7 +1321,6 @@
}
last = top;
- top = top->above;
}
/* Don't want top to be NULL, so set it to the last valid object */
@@ -1522,17 +1332,19 @@
*/
/* 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))
{
for (last = top; last != floor; last = last->below)
if (QUERY_FLAG (last, 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
@@ -1542,9 +1354,8 @@
top = last->below;
}
} /* If objects on this space */
-
if (flag & INS_MAP_LOAD)
- top = GET_MAP_TOP (op->map, op->x, op->y);
+ top = ms.top;
if (flag & INS_ABOVE_FLOOR_ONLY)
top = floor;
@@ -1555,13 +1366,13 @@
/* First object on this space */
if (!top)
{
- op->above = GET_MAP_OB (op->map, op->x, op->y);
+ op->above = ms.bot;
if (op->above)
op->above->below = op;
- op->below = NULL;
- SET_MAP_OB (op->map, op->x, op->y, op);
+ op->below = 0;
+ ms.bot = op;
}
else
{ /* get inserted into the stack above top */
@@ -1574,20 +1385,22 @@
top->above = op;
}
- if (op->above == NULL)
- SET_MAP_TOP (op->map, op->x, op->y, op);
+ if (!op->above)
+ ms.top = op;
} /* else not INS_BELOW_ORIGINATOR */
if (op->type == PLAYER)
- op->contr->do_los = 1;
+ {
+ op->contr->do_los = 1;
+ ++op->map->players;
+ op->map->touch ();
+ }
+
+ 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 ())
+ 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
@@ -1595,17 +1408,19 @@
* 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))
+ if (op->map->darkness && (op->glow_radius != 0))
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
@@ -1614,52 +1429,50 @@
*/
/* 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->head_ () == op)
{
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;
}
/* 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)
{
- object *
- tmp;
- object *
- tmp1;
+ 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 */
- {
- remove_ob (tmp);
- free_object (tmp);
- }
- }
+ for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
+ if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
+ tmp->destroy ();
- tmp1 = arch_to_object (find_archetype (arch_string));
+ tmp1 = arch_to_object (archetype::find (arch_string));
tmp1->x = op->x;
tmp1->y = op->y;
insert_ob_in_map (tmp1, op->map, op, 0);
}
+object *
+object::insert_at (object *where, object *originator, int flags)
+{
+ return where->map->insert (this, where->x, where->y, originator, flags);
+}
+
/*
* get_split_ob(ob,nr) splits up ob into two parts. The part which
* is returned contains nr objects, and the remaining parts contains
@@ -1667,14 +1480,11 @@
* On failure, NULL is returned, and the reason put into the
* global static errmsg array.
*/
-
object *
get_split_ob (object *orig_ob, uint32 nr)
{
- object *
- newob;
- int
- is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
+ object *newob;
+ int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
if (orig_ob->nrof < nr)
{
@@ -1685,11 +1495,7 @@
newob = object_create_clone (orig_ob);
if ((orig_ob->nrof -= nr) < 1)
- {
- if (!is_removed)
- remove_ob (orig_ob);
- free_object2 (orig_ob, 1);
- }
+ orig_ob->destroy (1);
else if (!is_removed)
{
if (orig_ob->env != NULL)
@@ -1714,12 +1520,10 @@
*
* Return value: 'op' if something is left, NULL if the amount reached 0
*/
-
object *
decrease_ob_nr (object *op, uint32 i)
{
object *tmp;
- player *pl;
if (i == 0) /* objects with op->nrof require this check */
return op;
@@ -1729,12 +1533,12 @@
if (QUERY_FLAG (op, FLAG_REMOVED))
op->nrof -= i;
- else if (op->env != NULL)
+ else if (op->env)
{
/* is this object in the players inventory, or sub container
* therein?
*/
- tmp = is_player_inv (op->env);
+ 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
@@ -1742,33 +1546,26 @@
* and then searching the map for a player.
*/
if (!tmp)
- {
- for (pl = first_player; pl; pl = pl->next)
- if (pl->ob->container == op->env)
+ for_all_players (pl)
+ if (pl->ob->container == op->env)
+ {
+ tmp = pl->ob;
break;
- if (pl)
- tmp = pl->ob;
- else
- tmp = NULL;
- }
+ }
if (i < op->nrof)
{
sub_weight (op->env, op->weight * i);
op->nrof -= i;
if (tmp)
- {
- esrv_send_item (tmp, op);
- }
+ esrv_send_item (tmp, op);
}
else
{
- remove_ob (op);
+ op->remove ();
op->nrof = 0;
if (tmp)
- {
- esrv_del_item (tmp->contr, op->count);
- }
+ esrv_del_item (tmp->contr, op->count);
}
}
else
@@ -1779,12 +1576,12 @@
op->nrof -= i;
else
{
- remove_ob (op);
+ op->remove ();
op->nrof = 0;
}
/* Since we just removed op, op->above is null */
- for (tmp = above; tmp != NULL; tmp = tmp->above)
+ for (tmp = above; tmp; tmp = tmp->above)
if (tmp->type == PLAYER)
{
if (op->nrof)
@@ -1798,8 +1595,8 @@
return op;
else
{
- free_object (op);
- return NULL;
+ op->destroy ();
+ return 0;
}
}
@@ -1807,7 +1604,6 @@
* add_weight(object, weight) adds the specified weight to an object,
* and also updates how much the environment(s) is/are carrying.
*/
-
void
add_weight (object *op, signed long weight)
{
@@ -1821,47 +1617,40 @@
}
}
-/*
- * insert_ob_in_ob(op,environment):
- * This function inserts the object op in the linked list
- * inside the object environment.
- *
- * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
- * the inventory at the last position or next to other objects of the same
- * type.
- * Frank: Now sorted by type, archetype and magic!
- *
- * The function returns now pointer to inserted item, and return value can
- * be != op, if items are merged. -Tero
- */
-
object *
insert_ob_in_ob (object *op, object *where)
{
- object *
- tmp, *
- otmp;
-
- if (!QUERY_FLAG (op, FLAG_REMOVED))
- {
- dump_object (op);
- LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
- return op;
- }
-
- if (where == NULL)
+ if (!where)
{
- dump_object (op);
- LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
+ char *dump = dump_object (op);
+ LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
+ free (dump);
return op;
}
- if (where->head)
+ if (where->head_ () != where)
{
- LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
+ LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
where = where->head;
}
+ return where->insert (op);
+}
+
+/*
+ * env->insert (op)
+ * 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
+ * be != op, if items are merged. -Tero
+ */
+object *
+object::insert (object *op)
+{
+ 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);
@@ -1870,10 +1659,11 @@
CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
CLEAR_FLAG (op, FLAG_REMOVED);
+
if (op->nrof)
{
- for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
- if (CAN_MERGE (tmp, op))
+ 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) */
@@ -1881,11 +1671,11 @@
/* Weight handling gets pretty funky. Since we are adding to
* tmp->nrof, we need to increase the weight.
*/
- add_weight (where, op->weight * op->nrof);
+ add_weight (this, op->weight * op->nrof);
SET_FLAG (op, FLAG_REMOVED);
- free_object (op); /* free the inserted object */
+ op->destroy (); /* free the inserted object */
op = tmp;
- remove_ob (op); /* and fix old object's links */
+ op->remove (); /* and fix old object's links */
CLEAR_FLAG (op, FLAG_REMOVED);
break;
}
@@ -1896,45 +1686,46 @@
* the weight, so we need to add it in again, since we actually do
* the linking below
*/
- add_weight (where, op->weight * op->nrof);
+ add_weight (this, op->weight * op->nrof);
}
else
- add_weight (where, (op->weight + op->carrying));
+ add_weight (this, (op->weight + op->carrying));
- otmp = is_player_inv (where);
- if (otmp && otmp->contr != NULL)
- {
- if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
- fix_player (otmp);
- }
-
- op->map = NULL;
- op->env = where;
- op->above = NULL;
- op->below = NULL;
- op->x = 0, op->y = 0;
+ if (object *otmp = this->in_player ())
+ if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
+ otmp->update_stats ();
+
+ op->owner = 0; // its his/hers now. period.
+ op->map = 0;
+ op->env = this;
+ op->above = 0;
+ op->below = 0;
+ op->x = op->y = 0;
/* reset the light list and los of the players on the map */
- if ((op->glow_radius != 0) && where->map)
+ if (op->glow_radius && 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 (where->map))
- update_all_los (where->map, where->x, where->y);
+ if (map->darkness)
+ update_all_los (map, x, y);
}
/* Client has no idea of ordering so lets not bother ordering it here.
* It sure simplifies this function...
*/
- if (where->inv == NULL)
- where->inv = op;
+ if (!inv)
+ inv = op;
else
{
- op->below = where->inv;
+ op->below = inv;
op->below->above = op;
- where->inv = op;
+ inv = op;
}
+
+ INVOKE_OBJECT (INSERT, this);
+
return op;
}
@@ -1958,29 +1749,18 @@
* object being inserted. insert_ob_in_map may not put new objects
* on top.
*/
-
int
check_move_on (object *op, object *originator)
{
- object *
- tmp;
- tag_t
- tag;
- mapstruct *
- m = op->map;
- int
- x = op->x, y = op->y;
-
- MoveType
- move_on,
- move_slow,
- move_block;
+ object *tmp;
+ maptile *m = op->map;
+ int x = op->x, y = op->y;
+
+ MoveType move_on, move_slow, move_block;
if (QUERY_FLAG (op, FLAG_NO_APPLY))
return 0;
- tag = op->count;
-
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);
@@ -2005,7 +1785,7 @@
* 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 (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
{
/* Trim the search when we find the first other spell effect
* this helps performance so that if a space has 50 spell objects,
@@ -2033,7 +1813,7 @@
{
float
- diff = tmp->move_slow_penalty * FABS (op->speed);
+ 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)) ||
@@ -2050,7 +1830,7 @@
{
move_apply (tmp, op, originator);
- if (was_destroyed (op, tag))
+ if (op->destroyed ())
return 1;
/* what the person/creature stepped onto has moved the object
@@ -2070,21 +1850,19 @@
* 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, mapstruct *m, int x, int y)
+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)
+
+ for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
if (tmp->arch == at)
return tmp;
+
return NULL;
}
@@ -2093,21 +1871,19 @@
* 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, mapstruct *m, int x, int y)
+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;
}
@@ -2116,16 +1892,13 @@
* 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;
}
@@ -2143,19 +1916,14 @@
* 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;
}
/*
@@ -2163,16 +1931,13 @@
* 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)
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
if (tmp->arch == at)
return tmp;
+
return NULL;
}
@@ -2182,26 +1947,22 @@
void
flag_inv (object *op, int flag)
{
- object *
- tmp;
-
if (op->inv)
- for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
{
SET_FLAG (tmp, flag);
flag_inv (tmp, flag);
}
-} /*
- * desactivate recursively a flag on an object inventory
- */
+}
+
+/*
+ * deactivate 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)
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
{
CLEAR_FLAG (tmp, flag);
unflag_inv (tmp, flag);
@@ -2209,20 +1970,6 @@
}
/*
- * 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.
- */
-
-void
-set_cheat (object *op)
-{
- SET_FLAG (op, FLAG_WAS_WIZ);
- flag_inv (op, FLAG_WAS_WIZ);
-}
-
-/*
* find_free_spot(object, map, x, y, start, stop) will search for
* a spot at the given map and coordinates which will be able to contain
* the given object. start and stop specifies how many squares
@@ -2243,21 +1990,28 @@
* the archetype because that isn't correct if the monster has been
* customized, changed states, etc.
*/
-
int
-find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
+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 index = 0, flag;
+ int altern[SIZEOFFREE];
+
+ for (int i = start; i < stop; i++)
+ {
+ mapxy pos (m, x, y); pos.move (i);
+
+ if (!pos.normalise ())
+ continue;
+
+ mapspace &ms = *pos;
+ ms.update ();
+
+ /* 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->move_type == 0 && ms.move_block != MOVE_ALL)
+ 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.
@@ -2267,57 +2021,56 @@
* 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;
+
+ altern [index++] = i;
}
+
if (!index)
return -1;
- return altern[RANDOM () % index];
+
+ return altern [rndm (index)];
}
/*
- * find_first_free_spot(archetype, mapstruct, x, y) works like
+ * find_first_free_spot(archetype, maptile, x, y) works like
* find_free_spot(), but it will search max number of squares.
* 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, mapstruct *m, int x, int y)
+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!
@@ -2330,13 +2083,10 @@
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);
@@ -2355,23 +2105,18 @@
* because we have to know what movement the thing looking to move
* there is capable of.
*/
-
int
-find_dir (mapstruct *m, int x, int y, object *exclude)
+find_dir (maptile *m, int x, int y, object *exclude)
{
- int
- i,
- max = SIZEOFFREE, mflags;
+ int i, max = SIZEOFFREE, mflags;
sint16 nx, ny;
- object *
- tmp;
- mapstruct *
- mp;
+ object *tmp;
+ maptile *mp;
MoveType blocked, move_type;
- if (exclude && exclude->head)
+ if (exclude && exclude->head_ () != exclude)
{
exclude = exclude->head;
move_type = exclude->move_type;
@@ -2389,34 +2134,30 @@
ny = y + freearr_y[i];
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
+
if (mflags & P_OUT_OF_MAP)
- {
- max = maxfree[i];
- }
+ max = maxfree[i];
else
{
- blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
+ mapspace &ms = mp->at (nx, ny);
+
+ blocked = ms.move_block;
if ((move_type & blocked) == move_type)
- {
- max = maxfree[i];
- }
+ max = maxfree[i];
else if (mflags & 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;
- }
- }
+ for (tmp = ms.bot; tmp; tmp = tmp->above)
+ if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
+ && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
+ break;
+
if (tmp)
- {
- return freedir[i];
- }
+ return freedir[i];
}
}
}
+
return 0;
}
@@ -2424,15 +2165,10 @@
* 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);
}
/*
@@ -2440,12 +2176,10 @@
* 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)
{
- int
- q;
+ int q;
if (y)
q = x * 100 / y;
@@ -2480,35 +2214,18 @@
}
/*
- * 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;
}
@@ -2521,9 +2238,7 @@
* Moved from spell_util.c to object.c with the other related direction
* functions.
*/
-
-int
- reduction_dir[SIZEOFFREE][3] = {
+int reduction_dir[SIZEOFFREE][3] = {
{0, 0, 0}, /* 0 */
{0, 0, 0}, /* 1 */
{0, 0, 0}, /* 2 */
@@ -2581,14 +2296,11 @@
* can see a direct way to get it
* Modified to be map tile aware -.MSW
*/
-
-
int
-can_see_monsterP (mapstruct *m, int x, int y, int dir)
+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 */
@@ -2611,11 +2323,11 @@
/* 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
@@ -2627,7 +2339,6 @@
*
* Add a check so we can't pick up invisible objects (0.93.8)
*/
-
int
can_pick (const object *who, const object *item)
{
@@ -2636,108 +2347,48 @@
!QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
}
-
/*
* create clone from object to another
*/
object *
object_create_clone (object *asrc)
{
- object *
- dst = NULL, *tmp, *src, *part, *prev, *item;
+ object *dst = 0, *tmp, *src, *prev, *item;
if (!asrc)
- return NULL;
- src = asrc;
- if (src->head)
- src = src->head;
+ return 0;
+
+ src = asrc->head_ ();
- prev = NULL;
- for (part = src; part; part = part->more)
+ prev = 0;
+ for (object *part = src; part; part = part->more)
{
- tmp = get_object ();
- copy_object (part, tmp);
+ tmp = part->clone ();
tmp->x -= src->x;
tmp->y -= src->y;
+
if (!part->head)
{
dst = tmp;
- tmp->head = NULL;
+ tmp->head = 0;
}
else
- {
- tmp->head = dst;
- }
- tmp->more = NULL;
+ tmp->head = dst;
+
+ tmp->more = 0;
+
if (prev)
prev->more = tmp;
+
prev = tmp;
}
- /*** copy inventory ***/
for (item = src->inv; item; item = item->below)
- {
- (void) insert_ob_in_ob (object_create_clone (item), dst);
- }
+ insert_ob_in_ob (object_create_clone (item), dst);
return dst;
}
-/* return true if the object was destroyed, 0 otherwise */
-int
-was_destroyed (const object *op, tag_t old_tag)
-{
- /* checking for FLAG_FREED isn't necessary, but makes this function more
- * robust */
- return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
-}
-
-/* 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 = get_object ();
-
- 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.
@@ -2745,14 +2396,11 @@
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,
@@ -2764,18 +2412,11 @@
key_value *
get_ob_key_link (const object *ob, const char *key)
{
- key_value *
- link;
+ for (key_value *link = ob->key_values; link; link = link->next)
+ if (link->key == key)
+ return link;
- for (link = ob->key_values; link != NULL; link = link->next)
- {
- if (link->key == key)
- {
- return link;
- }
- }
-
- return NULL;
+ return 0;
}
/*
@@ -2788,36 +2429,28 @@
const char *
get_ob_key_value (const object *op, const char *const key)
{
- key_value *
- link;
- const char *
- canonical_key;
-
- canonical_key = shstr::find (key);
+ key_value *link;
+ shstr_cmp canonical_key (key);
- if (canonical_key == NULL)
+ 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 NULL;
+ return 0;
}
/* This is copied from get_ob_key_link() above -
* only 4 lines, and saves the function call overhead.
*/
- for (link = op->key_values; link != NULL; link = link->next)
- {
- if (link->key == canonical_key)
- {
- return link->value;
- }
- }
- return NULL;
-}
+ for (link = op->key_values; link; link = link->next)
+ if (link->key == canonical_key)
+ return link->value;
+ return 0;
+}
/*
* Updates the canonical_key in op to value.
@@ -2832,8 +2465,7 @@
int
set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
{
- key_value *
- field = NULL, *last = NULL;
+ key_value *field = NULL, *last = NULL;
for (field = op->key_values; field != NULL; field = field->next)
{
@@ -2852,7 +2484,7 @@
* 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))
+ if (get_ob_key_link (op->arch, canonical_key))
field->value = 0;
else
{
@@ -2871,9 +2503,8 @@
/* No field, we'll have to add it. */
if (!add_key)
- {
- return FALSE;
- }
+ 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
@@ -2910,3 +2541,205 @@
return set_ob_key_value_s (op, key_, value, add_key);
}
+
+object::depth_iterator::depth_iterator (object *container)
+: iterator_base (container)
+{
+ while (item->inv)
+ item = item->inv;
+}
+
+void
+object::depth_iterator::next ()
+{
+ if (item->below)
+ {
+ item = item->below;
+
+ while (item->inv)
+ item = item->inv;
+ }
+ else
+ item = item->env;
+}
+
+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 flagdesc[512];
+ char info2[256 * 4];
+ char *p = info;
+
+ p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
+ count, uuid.seq,
+ &name,
+ title ? "\",title:\"" : "",
+ title ? (const char *)title : "",
+ flag_desc (flagdesc, 512), type);
+
+ if (!this->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);
+
+ return info;
+}
+
+const char *
+object::debug_desc () const
+{
+ 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 ();
+}
+
+const materialtype_t *
+object::dominant_material () const
+{
+ if (materialtype_t *mt = name_to_material (materialname))
+ return mt;
+
+ return name_to_material (shstr_unknown);
+}
+
+void
+object::open_container (object *new_container)
+{
+ if (container == new_container)
+ return;
+
+ if (object *old_container = 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
+
+ old_container->flag [FLAG_APPLIED] = 0;
+ container = 0;
+
+ esrv_update_item (UPD_FLAGS, this, old_container);
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
+ 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 = arch_to_object (new_container->other_arch);
+ closer->flag [FLAG_NO_MAP_SAVE] = 1;
+ new_container->insert (closer);
+ }
+#endif
+
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
+
+ new_container->flag [FLAG_APPLIED] = 1;
+ container = new_container;
+
+ esrv_update_item (UPD_FLAGS, this, new_container);
+ esrv_send_inventory (this, new_container);
+ play_sound (sound_find ("chest_open"));
+ }
+}
+
+object *
+object::force_find (const shstr 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_add (const shstr name, int duration)
+{
+ if (object *force = force_find (name))
+ force->destroy ();
+
+ object *force = get_archetype (FORCE_NAME);
+
+ force->slaying = name;
+ force->stats.food = 1;
+ force->speed_left = -1.f;
+
+ force->set_speed (duration ? 1.f / duration : 0.f);
+ force->flag [FLAG_IS_USED_UP] = true;
+ force->flag [FLAG_APPLIED] = true;
+
+ insert (force);
+}
+
+void
+object::play_sound (faceidx sound) const
+{
+ if (!sound)
+ return;
+
+ if (flag [FLAG_REMOVED])
+ return;
+
+ if (env)
+ {
+ if (object *pl = in_player ())
+ pl->contr->play_sound (sound);
+ }
+ else
+ map->play_sound (sound, x, y);
+}
+