--- deliantra/server/common/object.C 2006/08/29 08:01:35 1.8
+++ deliantra/server/common/object.C 2007/07/10 07:31:19 1.165
@@ -1,113 +1,185 @@
/*
- * static char *rcsid_object_c =
- * "$Id: object.C,v 1.8 2006/08/29 08:01:35 root Exp $";
+ * 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
*/
-/*
- 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
-*/
-
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
sub/add_weight will transcend the environment updating the carrying
variable. */
#include
-#ifndef WIN32 /* ---win32 exclude headers */
#include
#include
#include
-#endif /* win32 */
#include
#include
-#include
+#include
#include
-#ifdef MEMORY_DEBUG
-int nroffreeobjects = 0;
+
+#include
+
int nrofallocobjects = 0;
-#undef OBJ_EXPAND
-#define OBJ_EXPAND 1
-#else
-object objarray[STARTMAX]; /* All objects, allocated this way at first */
-int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
-int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
-#endif
+static UUID uuid;
+const uint64 UUID_SKIP = 1<<19;
+
+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
+};
+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
+};
+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
+};
+
+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);
+ }
-object *objects; /* Pointer to the list of used objects */
-object *free_objects; /* Pointer to the list of unused objects */
-object *active_objects; /* List of active objects that need to be processed */
-
-short freearr_x[SIZEOFFREE]=
- {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
- 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
-short freearr_y[SIZEOFFREE]=
- {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,
- -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
-int maxfree[SIZEOFFREE]=
- {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
- 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
-int 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};
+ 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) {
- key_value * wants_field;
-
- /* 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...
- */
-
- /* For each field in wants, */
- for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
- key_value * has_field;
-
- /* Look for a field in has with the same key. */
- has_field = get_ob_key_link(has, wants_field->key);
-
- if (has_field == NULL) {
- /* No field with that name. */
- return FALSE;
- }
-
- /* 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;
- }
-
- /* If we get here, we found a match. Now for the next field in wants. */
+static int
+compare_ob_value_lists_one (const object *wants, const object *has)
+{
+ key_value *wants_field;
+
+ /* 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...
+ */
+
+ /* For each field in wants, */
+ for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
+ {
+ key_value *has_field;
+
+ /* Look for a field in has with the same key. */
+ has_field = get_ob_key_link (has, wants_field->key);
+
+ if (has_field == NULL)
+ {
+ /* No field with that name. */
+ return FALSE;
+ }
+
+ /* 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;
+ }
+
+ /* If we get here, we found a match. Now for the next field in wants. */
}
-
- /* If we get here, every field in wants has a matching field in has. */
- return TRUE;
+
+ /* If we get here, every field in wants has a matching field in has. */
+ return TRUE;
}
/* Returns TRUE if ob1 has the same key_values as ob2. */
-static int 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);
+static int
+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);
}
/* Function examines the 2 objects given to it, and returns true if
@@ -117,120 +189,130 @@
* 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_slow (object *ob1, object *ob2)
+{
+ /* A couple quicksanity checks */
+ if (ob1 == ob2
+ || ob1->type != ob2->type
+ || ob1->speed != ob2->speed
+ || ob1->value != ob2->value
+ || ob1->name != ob2->name)
+ return 0;
-int CAN_MERGE(object *ob1, object *ob2) {
+ //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)
+ return 0;
- /* A couple quicksanity checks */
- if ((ob1 == ob2) || (ob1->type != ob2->type)) 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
+ * 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->speed != ob2->speed) 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 (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
+ SET_FLAG (ob2, FLAG_BEEN_APPLIED);
+
+ 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
+ * check all objects in the inventory.
+ */
+ 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;
- /* 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)
+ /* Now check to see if the two inventory objects could merge */
+ if (!object::can_merge (ob1->inv, ob2->inv))
return 0;
- /* This is really a spellbook check - really, we should
- * check all objects in the inventory.
- */
- 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;
-
- /* Now check to see if the two inventory objects could merge */
- if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
-
- /* inventory ok - still need to check rest of this object to see
- * if it is valid.
- */
- }
-
- /* If the objects have been identified, set the BEEN_APPLIED flag.
- * 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);
+ /* inventory ok - still need to check rest of this object to see
+ * if it is valid.
+ */
+ }
- if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
- SET_FLAG(ob2, FLAG_BEEN_APPLIED);
+ /* Don't merge objects that are applied. With the new 'body' code,
+ * it is possible for most any character to have more than one of
+ * some items equipped, and we don't want those to merge.
+ */
+ if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
+ 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) && ob1->has_active_speed ())
+ return 0;
- /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
- * being locked in inventory should prevent merging.
- * 0x4 in flags3 is CLIENT_SENT
- */
- if ((ob1->arch != ob2->arch) ||
- (ob1->flags[0] != ob2->flags[0]) ||
- (ob1->flags[1] != ob2->flags[1]) ||
- ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
- ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
- (ob1->name != ob2->name) ||
- (ob1->title != ob2->title) ||
- (ob1->msg != ob2->msg) ||
- (ob1->weight != ob2->weight) ||
- (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
- (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
- (ob1->attacktype != ob2->attacktype) ||
- (ob1->magic != ob2->magic) ||
- (ob1->slaying != ob2->slaying) ||
- (ob1->skill != ob2->skill) ||
- (ob1->value != ob2->value) ||
- (ob1->animation_id != ob2->animation_id) ||
- (ob1->client_type != ob2->client_type) ||
- (ob1->materialname != ob2->materialname) ||
- (ob1->lore != ob2->lore) ||
- (ob1->subtype != ob2->subtype) ||
- (ob1->move_type != ob2->move_type) ||
- (ob1->move_block != ob2->move_block) ||
- (ob1->move_allow != ob2->move_allow) ||
- (ob1->move_on != ob2->move_on) ||
- (ob1->move_off != ob2->move_off) ||
- (ob1->move_slow != ob2->move_slow) ||
- (ob1->move_slow_penalty != ob2->move_slow_penalty)
- )
- return 0;
+ switch (ob1->type)
+ {
+ case SCROLL:
+ if (ob1->level != ob2->level)
+ return 0;
+ break;
+ }
- /* Don't merge objects that are applied. With the new 'body' code,
- * it is possible for most any character to have more than one of
- * some items equipped, and we don't want those to merge.
- */
- if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
+ if (ob1->key_values != NULL || ob2->key_values != NULL)
+ {
+ /* 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))
return 0;
+ }
- switch (ob1->type) {
- case SCROLL:
- if (ob1->level != ob2->level) return 0;
- break;
+ //TODO: generate an event or call into perl for additional checks
+ if (ob1->self || ob2->self)
+ {
+ ob1->optimise ();
+ ob2->optimise ();
- }
- if (ob1->key_values != NULL || ob2->key_values != NULL) {
- /* 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)) {
- return 0;
- }
+ if (ob1->self || ob2->self)
+ return 0;
}
- /* Everything passes, must be OK. */
- return 1;
+ /* Everything passes, must be OK. */
+ return 1;
}
/*
@@ -238,18 +320,26 @@
* an object is carrying. It goes through in figures out how much
* containers are carrying, and sums it up.
*/
-signed long sum_weight(object *op) {
- signed long sum;
+long
+sum_weight (object *op)
+{
+ long sum;
object *inv;
- for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
- if (inv->inv)
- sum_weight(inv);
- sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
- }
+
+ 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)
+ sum = (sum * (100 - op->stats.Str)) / 100;
+
+ if (op->carrying != sum)
op->carrying = sum;
+
return sum;
}
@@ -257,127 +347,28 @@
* Return the outermost environment object for a given object.
*/
-object *object_get_env_recursive (object *op) {
- while (op->env != NULL)
- op = op->env;
- return op;
-}
-
-/*
- * 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;
+object *
+object_get_env_recursive (object *op)
+{
+ while (op->env != NULL)
+ op = op->env;
+ return op;
}
/*
* Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
- * Some error messages.
+ * Some error messages.
* The result of the dump is stored in the static global errmsg array.
*/
-
-void dump_object2(object *op) {
- 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");
- }
-}
-
-/*
- * Dumps an object. Returns output in the static global errmsg array.
- */
-
-void dump_object(object *op) {
- if(op==NULL) {
- strcpy(errmsg,"[NULL pointer]");
- return;
- }
- errmsg[0]='\0';
- dump_object2(op);
-}
-
-/* GROS - Dumps an object. Return the result into a string */
-/* Note that no checking is done for the validity of the target string, so */
-/* you need to be sure that you allocated enough space for it. */
-void dump_me(object *op, char *outstr)
+char *
+dump_object (object *op)
{
- char *cp;
+ if (!op)
+ return strdup ("[NULLOBJ]");
- if(op==NULL)
- {
- strcpy(outstr,"[NULL pointer]");
- return;
- }
- outstr[0]='\0';
-
- if(op->arch!=NULL)
- {
- strcat(outstr,"arch ");
- strcat(outstr,op->arch->name?op->arch->name:"(null)");
- strcat(outstr,"\n");
- if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
- strcat(outstr,cp);
- strcat(outstr,"end\n");
- }
- else
- {
- strcat(outstr,"Object ");
- if (op->name==NULL)
- strcat(outstr, "(null)");
- else
- strcat(outstr,op->name);
- strcat(outstr,"\n");
- strcat(outstr,"end\n");
- }
-}
-
-/*
- * This is really verbose...Can be triggered by the P key while in DM mode.
- * All objects are dumped to stderr (or alternate logfile, if in server-mode)
- */
-
-void dump_all_objects(void) {
- object *op;
- 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 ();
}
/*
@@ -386,27 +377,31 @@
* If it's not a multi-object, it is returned.
*/
-object *get_nearest_part(object *op, const object *pl) {
- object *tmp,*closest;
- int last_dist,i;
- if(op->more==NULL)
+object *
+get_nearest_part (object *op, const object *pl)
+{
+ object *tmp, *closest;
+ int last_dist, i;
+
+ 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))more; tmp != NULL; tmp = tmp->more)
+ if ((i = distance (tmp, pl)) < last_dist)
+ closest = tmp, last_dist = i;
return closest;
}
/*
* Returns the object which has the count-variable equal to the argument.
*/
+object *
+find_object (tag_t i)
+{
+ for_all_objects (op)
+ if (op->count == i)
+ return op;
-object *find_object(tag_t i) {
- object *op;
- for(op=objects;op!=NULL;op=op->next)
- if(op->count==i)
- break;
- return op;
+ return 0;
}
/*
@@ -414,436 +409,215 @@
* 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=add_string(str);
+object *
+find_object_name (const char *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;
- free_string(name);
+
return op;
}
-void free_all_object_data(void) {
-#ifdef MEMORY_DEBUG
- object *op, *next;
-
- for (op=free_objects; op!=NULL; ) {
- next=op->next;
- free(op);
- nrofallocobjects--;
- nroffreeobjects--;
- op=next;
- }
-#endif
- LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
- nrofallocobjects, nroffreeobjects,STARTMAX);
+void
+free_all_object_data ()
+{
+ LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
}
/*
- * 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.
*/
+void
+object::set_owner (object *owner)
+{
+ if (!owner)
+ return;
-object *get_owner(object *op) {
- 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;
+ /* 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;
- 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 ();
-}
+ 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;
+ }
-/* 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 (owner == NULL) {
- /* players don't have owners - they own themselves. Update
- * as appropriate.
- */
- if (clone->type == PLAYER) owner=clone;
- else return;
+ //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
}
- set_owner(op, owner);
-
-}
-
-/*
- * Resets vital variables in an object
- */
+ else
+ ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
-void reset_object(object *op) {
+ if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
+ {
+ LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
+ &name, ob->debug_desc ());
+ return false;
+ }
- op->name = NULL;
- op->name_pl = NULL;
- op->title = NULL;
- op->race = NULL;
- op->slaying = NULL;
- op->skill = NULL;
- op->msg = NULL;
- op->materialname = NULL;
- op->lore = NULL;
- clear_object(op);
+ return true;
}
/* Zero the key_values on op, decrementing the shared-string
* refcounts and freeing the links.
*/
-static void free_key_values(object * op) {
- key_value * i;
- key_value * next = NULL;
-
- if (op->key_values == NULL) return;
-
- for (i = op->key_values; i != NULL; i = next) {
- /* Store next *first*. */
- next = i->next;
-
- if (i->key) FREE_AND_CLEAR_STR(i->key);
- if (i->value) FREE_AND_CLEAR_STR(i->value);
- i->next = NULL;
- free(i);
- }
-
- op->key_values = NULL;
-}
-
-
-/*
- * 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 ();
-
- event *evt;
- event *evt2;
-
- /* redo this to be simpler/more efficient. Was also seeing
- * crashes in the old code. Move this to the top - am
- * seeing periodic crashes in this code, and would like to have
- * as much info available as possible (eg, object name).
- */
- for (evt = op->events; evt; evt=evt2) {
- evt2 = evt->next;
-
- if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
- if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
- if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
+static void
+free_key_values (object *op)
+{
+ for (key_value *i = op->key_values; i; )
+ {
+ key_value *next = i->next;
+ delete i;
- free(evt);
+ i = next;
}
- op->events = NULL;
- free_key_values(op);
+ op->key_values = 0;
+}
- /* the memset will clear all these values for us, but we need
- * to reduce the refcount on them.
- */
- if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
- if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
- if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
- if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
- if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
- if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
- if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
- if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
- if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
+object &
+object::operator =(const object &src)
+{
+ bool is_freed = flag [FLAG_FREED];
+ bool is_removed = flag [FLAG_REMOVED];
+ *(object_copy *)this = src;
- memset((void*)op, 0, sizeof (object_special));
- /* Below here, we clear things that are not done by the memset,
- * or set default values that are not zero.
- */
- /* This is more or less true */
- SET_FLAG(op, FLAG_REMOVED);
+ flag [FLAG_FREED] = is_freed;
+ flag [FLAG_REMOVED] = is_removed;
+ /* Copy over key_values, if any. */
+ if (src.key_values)
+ {
+ key_value *tail = 0;
+ key_values = 0;
- op->contr = NULL;
- op->below=NULL;
- op->above=NULL;
- op->inv=NULL;
- op->events=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 = (tag_t) -1;
- if (settings.casting_time)
- op->casting_time = -1;
+ for (key_value *i = src.key_values; i; i = i->next)
+ {
+ key_value *new_link = new key_value;
+ new_link->next = 0;
+ new_link->key = i->key;
+ new_link->value = i->value;
+
+ /* Try and be clever here, too. */
+ if (!key_values)
+ {
+ key_values = new_link;
+ tail = new_link;
+ }
+ else
+ {
+ tail->next = new_link;
+ tail = new_link;
+ }
+ }
+ }
}
/*
- * copy object first frees everything allocated by the second object,
- * and then copies the contends of the first object into the second
+ * 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;
-void copy_object(object *op2, object *op) {
- int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
- event *evt, *evt2, *evt_new;
-
- op->clear ();
-
- /* Decrement the refcounts, but don't bother zeroing the fields;
- they'll be overwritten by memcpy. */
- if(op->name!=NULL) free_string(op->name);
- if(op->name_pl!=NULL) free_string(op->name_pl);
- if(op->title!=NULL) free_string(op->title);
- if(op->race!=NULL) free_string(op->race);
- if(op->slaying!=NULL) free_string(op->slaying);
- if(op->skill!=NULL) free_string(op->skill);
- if(op->msg!=NULL) free_string(op->msg);
- if(op->lore!=NULL) free_string(op->lore);
- if(op->materialname != NULL) free_string(op->materialname);
- if(op->custom_name != NULL) free_string(op->custom_name);
-
- /* Basically, same code as from clear_object() */
- for (evt = op->events; evt; evt=evt2) {
- evt2 = evt->next;
-
- if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
- if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
- if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
-
- free(evt);
- }
- op->events = NULL;
-
- free_key_values(op);
-
- *(object_special *)op = *(object_special *)op2;
- op2->clone (op);
-
- if(is_freed) SET_FLAG(op,FLAG_FREED);
- if(is_removed) SET_FLAG(op,FLAG_REMOVED);
- if(op->name!=NULL) add_refcount(op->name);
- if(op->name_pl!=NULL) add_refcount(op->name_pl);
- if(op->title!=NULL) add_refcount(op->title);
- if(op->race!=NULL) add_refcount(op->race);
- if(op->slaying!=NULL) add_refcount(op->slaying);
- if(op->skill!=NULL) add_refcount(op->skill);
- if(op->lore!=NULL) add_refcount(op->lore);
- if(op->msg!=NULL) add_refcount(op->msg);
- if(op->custom_name!=NULL) add_refcount(op->custom_name);
- if (op->materialname != NULL) add_refcount(op->materialname);
-
- if((op2->speed<0) && !editor)
- op->speed_left=op2->speed_left-RANDOM()%200/100.0;
-
- /* Copy over event information */
- evt2 = NULL;
- for (evt = op2->events; evt; evt=evt->next) {
- evt_new = (event *) malloc(sizeof(event));
- memcpy(evt_new, evt, sizeof(event));
- if (evt_new->hook) add_refcount(evt_new->hook);
- if (evt_new->plugin) add_refcount(evt_new->plugin);
- if (evt_new->options) add_refcount(evt_new->options);
- evt_new->next = NULL;
-
- /* Try to be a little clever here, and store away the
- * last event we copied, so that its simpler to update the
- * pointer.
- */
- if (evt2)
- evt2->next = evt_new;
- else
- op->events = evt_new;
-
- evt2 = evt_new;
- }
- /* Copy over key_values, if any. */
- if (op2->key_values != NULL) {
- key_value * tail = NULL;
- key_value * i;
-
- op->key_values = NULL;
-
- for (i = op2->key_values; i != NULL; i = i->next) {
- key_value * new_link = (key_value *) malloc(sizeof(key_value));
-
- new_link->next = NULL;
- new_link->key = add_refcount(i->key);
- if (i->value)
- new_link->value = add_refcount(i->value);
- else
- new_link->value = NULL;
-
- /* Try and be clever here, too. */
- if (op->key_values == NULL) {
- op->key_values = new_link;
- tail = new_link;
- } else {
- tail->next = new_link;
- tail = new_link;
- }
- }
- }
+ if (speed < 0)
+ dst->speed_left = speed_left - rndm ();
- update_ob_speed(op);
+ dst->set_speed (dst->speed);
}
-/*
- * expand_objects() allocates more objects for the list of unused objects.
- * It is called from get_object() if the unused list is empty.
- */
-
-void expand_objects(void) {
- int i;
- object *obj;
- obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
+void
+object::instantiate ()
+{
+ if (!uuid.seq) // HACK
+ uuid = gen_uuid ();
- if(obj==NULL)
- fatal(OUT_OF_MEMORY);
- free_objects=obj;
- obj[0].prev=NULL;
- obj[0].next= &obj[1],
- SET_FLAG(&(obj[0]), FLAG_REMOVED);
- SET_FLAG(&(obj[0]), FLAG_FREED);
-
- for(i=1;inext;
- if(free_objects!=NULL)
- free_objects->prev=NULL;
- op->count= ++ob_count;
- op->name=NULL;
- op->name_pl=NULL;
- op->title=NULL;
- op->race=NULL;
- op->slaying=NULL;
- op->skill = NULL;
- op->lore=NULL;
- op->msg=NULL;
- op->materialname=NULL;
- op->next=objects;
- op->prev=NULL;
- op->active_next = NULL;
- op->active_prev = NULL;
- if(objects!=NULL)
- objects->prev=op;
- objects=op;
- clear_object(op);
- SET_FLAG(op,FLAG_REMOVED);
- nroffreeobjects--;
- return op;
+object *
+object::clone ()
+{
+ object *neu = create ();
+ copy_to (neu);
+ return neu;
}
/*
@@ -851,12 +625,14 @@
* 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)
+ return;
-void update_turn_face(object *op) {
- if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
- return;
- SET_ANIMATION(op, op->direction);
- update_object(op,UP_OBJ_FACE);
+ SET_ANIMATION (op, op->direction);
+ update_object (op, UP_OBJ_FACE);
}
/*
@@ -864,87 +640,25 @@
* 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) {
- extern int arch_init;
-
- /* No reason putting the archetypes objects on the speed list,
- * since they never really need to be updated.
- */
-
- if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
- LOG(llevError,"Object %s is freed but has speed.\n", op->name);
-#ifdef MANY_CORES
- abort();
-#else
- op->speed = 0;
-#endif
- }
- 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;
+void
+object::set_speed (float speed)
+{
+ if (flag [FLAG_FREED] && speed)
+ {
+ LOG (llevError, "Object %s is freed but has speed.\n", &name);
+ speed = 0;
}
-}
-/* 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;
- }
- 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;
+ if (has_active_speed ())
+ activate ();
+ else
+ 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...)
@@ -953,10 +667,6 @@
* 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
@@ -964,452 +674,463 @@
* 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 */
- LOG(llevDebug,"update_object() called for NULL object.\n");
- return;
+void
+update_object (object *op, int action)
+{
+ if (op == NULL)
+ {
+ /* this should never happen */
+ LOG (llevDebug, "update_object() called for NULL object.\n");
+ return;
}
-
- if(op->env!=NULL) {
- /* Animation is currently handled by client, so nothing
- * to do in this case.
- */
- return;
+
+ if (op->env)
+ {
+ /* Animation is currently handled by client, so nothing
+ * to do in this case.
+ */
+ 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)) {
- LOG(llevError,"update_object() called for object out of map!\n");
+ /* 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 >= 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
- abort();
+ abort ();
#endif
- return;
+ return;
+ }
+
+ mapspace &m = op->ms ();
+
+ 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;
}
-
- 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;
-
- if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
- 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.
*/
- else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
- update_now=1;
- } else if (action == UP_OBJ_FACE) {
- /* Nothing to do for that case */
- }
- else {
- LOG(llevError,"update_object called with invalid action: %d\n", action);
- }
+ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
+ 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)
+ update_object (op->more, action);
+}
- if(op->more!=NULL)
- update_object(op->more, action);
+object::object ()
+{
+ SET_FLAG (this, FLAG_REMOVED);
+
+ expmul = 1.0;
+ face = blank_face;
}
+object::~object ()
+{
+ unlink ();
-/*
- * 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.
+ free_key_values (this);
+}
+
+static int object_count;
+
+void object::link ()
+{
+ assert (!index);//D
+ uuid = gen_uuid ();
+ count = ++object_count;
+
+ refcnt_inc ();
+ objects.insert (this);
+}
+
+void object::unlink ()
+{
+ if (!index)
+ return;
+
+ objects.erase (this);
+ refcnt_dec ();
+}
+
+void
+object::activate ()
+{
+ /* If already on active list, don't do anything */
+ if (active)
+ return;
+
+ if (has_active_speed ())
+ actives.insert (this);
+}
+
+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::deactivate ()
+{
+ /* If not on the active list, nothing needs to be done */
+ if (!active)
+ return;
-void free_object(object *ob) {
- free_object2(ob, 0);
+ actives.erase (this);
}
-void free_object2(object *ob, int free_inventory) {
- object *tmp,*op;
- ob->clear ();
+void
+object::deactivate_recursive ()
+{
+ for (object *op = inv; op; op = op->below)
+ op->deactivate_recursive ();
- if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
- LOG(llevDebug,"Free object called with non removed object\n");
- dump_object(ob);
-#ifdef MANY_CORES
- abort();
-#endif
- }
- if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
- LOG(llevMonster,"Warning: tried to free friendly object.\n");
- remove_friendly_object(ob);
- }
- if(QUERY_FLAG(ob,FLAG_FREED)) {
- dump_object(ob);
- LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
- return;
+ deactivate ();
+}
+
+void
+object::set_flag_inv (int flag, int value)
+{
+ for (object *op = inv; op; op = op->below)
+ {
+ op->flag [flag] = value;
+ op->set_flag_inv (flag, value);
}
- if(ob->more!=NULL) {
- free_object2(ob->more, free_inventory);
- ob->more=NULL;
- }
- if (ob->inv) {
- /* Only if the space blocks everything do we not process -
- * if some form of movemnt is allowed, let objects
- * drop on that space.
- */
- if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
- (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
- {
- op=ob->inv;
- while(op!=NULL) {
- tmp=op->below;
- remove_ob(op);
- free_object2(op, free_inventory);
- op=tmp;
- }
- }
- else { /* Put objects in inventory onto this space */
- op=ob->inv;
- while(op!=NULL) {
- tmp=op->below;
- remove_ob(op);
- 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=ob->x;
- op->y=ob->y;
- insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
- }
- op=tmp;
- }
+}
+
+/*
+ * 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;
+
+ /* 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)
+ {
+ while (inv)
+ {
+ inv->destroy_inv (drop_to_ground);
+ inv->destroy ();
}
}
- /* Remove object from the active list */
- ob->speed = 0;
- update_ob_speed(ob);
-
- SET_FLAG(ob, FLAG_FREED);
- ob->count = 0;
-
- /* Remove this object from the list of used objects */
- if(ob->prev==NULL) {
- objects=ob->next;
- if(objects!=NULL)
- objects->prev=NULL;
- }
- else {
- ob->prev->next=ob->next;
- if(ob->next!=NULL)
- ob->next->prev=ob->prev;
+ else
+ { /* Put objects in inventory onto this space */
+ while (inv)
+ {
+ object *op = inv;
+
+ 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);
+ }
}
-
- if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
- if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
- if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
- if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
- if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
- if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
- if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
- if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
- if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
-
-
- /* Why aren't events freed? */
- free_key_values(ob);
-
-#if 0 /* MEMORY_DEBUG*/
- /* This is a nice idea. Unfortunately, a lot of the code in crossfire
- * presumes the freed_object will stick around for at least a little
- * bit
- */
- /* this is necessary so that memory debugging programs will
- * be able to accurately report source of malloc. If we recycle
- * objects, then some other area may be doing the get_object
- * and not freeing it, but the original one that malloc'd the
- * object will get the blame.
- */
- free(ob);
-#else
+}
- /* Now link it with the free_objects list: */
- ob->prev=NULL;
- ob->next=free_objects;
- if(free_objects!=NULL)
- free_objects->prev=ob;
- free_objects=ob;
- nroffreeobjects++;
-#endif
+object *object::create ()
+{
+ object *op = new object;
+ op->link ();
+ return op;
}
-/*
- * count_free() returns the number of objects on the list of free objects.
- */
+void
+object::do_destroy ()
+{
+ attachable::do_destroy ();
-int count_free(void) {
- int i=0;
- object *tmp=free_objects;
- while(tmp!=NULL)
- tmp=tmp->next, i++;
- return i;
-}
+ if (flag [FLAG_IS_LINKED])
+ remove_button_link (this);
-/*
- * count_used() returns the number of objects on the list of used objects.
- */
+ if (flag [FLAG_FRIENDLY])
+ remove_friendly_object (this);
+
+ if (!flag [FLAG_REMOVED])
+ remove ();
-int count_used(void) {
- int i=0;
- object *tmp=objects;
- while(tmp!=NULL)
- tmp=tmp->next, i++;
- return i;
+ destroy_inv (true);
+
+ deactivate ();
+ unlink ();
+
+ 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->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;
}
-/*
- * count_active() returns the number of objects on the list of active objects.
- */
+void
+object::destroy (bool destroy_inventory)
+{
+ if (destroyed ())
+ return;
-int count_active(void) {
- int i=0;
- object *tmp=active_objects;
- while(tmp!=NULL)
- tmp=tmp->active_next, i++;
- return i;
+ if (destroy_inventory)
+ destroy_inv (false);
+
+ 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);
-void sub_weight (object *op, signed long weight) {
- while (op != NULL) {
- if (op->type == CONTAINER) {
- weight=(signed long)(weight*(100-op->stats.Str)/100);
+ op->carrying -= weight;
+ op = op->env;
}
- 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
+object::do_remove ()
+{
+ object *tmp, *last = 0;
+ object *otmp;
-void remove_ob(object *op) {
- object *tmp,*last=NULL;
- object *otmp;
- tag_t tag;
- int check_walk_off;
- mapstruct *m;
- sint16 x,y;
-
-
- if(QUERY_FLAG(op,FLAG_REMOVED)) {
- dump_object(op);
- LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
-
- /* Changed it to always dump core in this case. As has been learned
- * in the past, trying to recover from errors almost always
- * make things worse, and this is a real error here - something
- * that should not happen.
- * Yes, if this was a mission critical app, trying to do something
- * to recover may make sense, but that is because failure of the app
- * may have other disastrous problems. Cf runs out of a script
- * so is easily enough restarted without any real problems.
- * MSW 2001-07-01
- */
- abort();
- }
- if(op->more!=NULL)
- remove_ob(op->more);
-
- SET_FLAG(op, FLAG_REMOVED);
-
- /*
- * In this case, the object to be removed is in someones
- * inventory.
- */
- if(op->env!=NULL) {
- if(op->nrof)
- sub_weight(op->env, op->weight*op->nrof);
- else
- sub_weight(op->env, op->weight+op->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(op->above!=NULL)
- op->above->below=op->below;
- else
- op->env->inv=op->below;
-
- if(op->below!=NULL)
- op->below->above=op->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->ox=op->x,op->oy=op->y;
- op->map=op->env->map;
- op->above=NULL,op->below=NULL;
- op->env=NULL;
- return;
- }
+ if (QUERY_FLAG (this, FLAG_REMOVED))
+ return;
- /* If we get here, we are removing it from a map */
- if (op->map == NULL) return;
+ SET_FLAG (this, FLAG_REMOVED);
+ INVOKE_OBJECT (REMOVE, this);
- 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();
- }
- 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);
- }
+ if (more)
+ more->remove ();
- /* Re did the following section of code - it looks like it had
- * lots of logic for things we no longer care about
- */
+ /*
+ * In this case, the object to be removed is in someones
+ * inventory.
+ */
+ if (env)
+ {
+ if (nrof)
+ sub_weight (env, weight * nrof);
+ else
+ sub_weight (env, weight + carrying);
+
+ /* 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 ();
- /* link the object above us */
- if (op->above)
- op->above->below=op->below;
- else
- SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
-
- /* Relink the object below us, if there is one */
- if(op->below) {
- op->below->above=op->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);
- }
- SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
+ if (above)
+ above->below = below;
+ else
+ env->inv = below;
+
+ 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.
+ */
+ x = env->x, y = env->y;
+ map = env->map;
+ above = 0, below = 0;
+ env = 0;
}
- op->above=NULL;
- op->below=NULL;
+ 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 ();
+
+ --map->players;
+ map->touch ();
+ }
+
+ map->dirty = true;
+ mapspace &ms = this->ms ();
+
+ /* link the object above us */
+ if (above)
+ above->below = below;
+ else
+ ms.top = below; /* we were top, set new top */
+
+ /* Relink the object below us, if there is one */
+ 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 (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 ());
+
+ ms.bot = above; /* goes on above it. */
+ }
+
+ 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);
- for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
- /* No point updating the players look faces if he is the object
- * being removed.
- */
-
- if(tmp->type==PLAYER && tmp!=op) {
- /* 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;
+ int check_walk_off = !flag [FLAG_NO_APPLY];
+
+ 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 != 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)
+ {
+ flag [FLAG_APPLIED] = 0;
+ tmp->container = 0;
+ }
+
+ if (tmp->contr->ns)
+ tmp->contr->ns->floorbox_update ();
}
- tmp->contr->socket.update_look=1;
- }
- /* 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);
+
+ /* 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))
+ {
+ move_apply (tmp, this, 0);
+
+ if (destroyed ())
+ LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
}
+
+ last = tmp;
}
- /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
+ /* 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(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);
+ if (flag [FLAG_BLOCKSVIEW] || glow_radius)
+ update_all_los (map, x, y);
}
- 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);
-
}
/*
@@ -1420,41 +1141,72 @@
* 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)
+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);
- for(;top!=NULL;top=top->below) {
- if(top==op)
- continue;
- if (CAN_MERGE(op,top))
+
+ if (top)
+ for (top = op; top && top->above; top = top->above)
+ ;
+
+ for (; top; top = top->below)
{
- top->nrof+=op->nrof;
+ if (top == op)
+ continue;
+
+ 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);
- return top;
+ op->weight = 0; /* Don't want any adjustements now */
+ 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 = arch_to_object (at);
+
+ op->name = name;
+ op->name_pl = name_pl;
+ op->title = title;
+
+ op->head = this;
+ prev->more = op;
+
+ prev = op;
}
- }
- return NULL;
}
/*
- * 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){
- object* tmp;
- if (op->head)
- op=op->head;
- for (tmp=op;tmp;tmp=tmp->more){
- tmp->x=x+tmp->arch->clone.x;
- tmp->y=y+tmp->arch->clone.y;
+object *
+insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
+{
+ for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
+ {
+ tmp->x = x + tmp->arch->x;
+ tmp->y = y + tmp->arch->y;
}
- return insert_ob_in_map (op, m, originator, flag);
+
+ return insert_ob_in_map (op, m, originator, flag);
}
/*
@@ -1477,266 +1229,277 @@
* NULL if 'op' was destroyed
* just 'op' otherwise
*/
-
-object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
+object *
+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;
- }
- 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);
+ object *top, *floor = NULL;
+
+ op->remove ();
+
+#if 0
+ if (!m->active != !op->active)
+ if (m->active)
+ op->activate_recursive ();
+ else
+ op->deactivate_recursive ();
+#endif
+
+ if (out_of_map (m, op->x, op->y))
+ {
+ LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
#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();
+ /* 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;
+ return op;
}
- if(!QUERY_FLAG(op,FLAG_REMOVED)) {
- dump_object(op);
- LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
- return op;
- }
- 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)) {
- /* Debugging information so you can see the last coordinates this object had */
- more->ox = more->x;
- more->oy = 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 (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
+ */
+ if (!xy_normalise (m, op->x, op->y))
+ return 0;
+
+ 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 (object *tmp = ms.bot; tmp; tmp = tmp->above)
+ if (object::can_merge (op, tmp))
+ {
+ op->nrof += tmp->nrof;
+ tmp->destroy ();
}
- 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;
+ CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
+ CLEAR_FLAG (op, FLAG_INV_LOCKED);
+
+ if (!QUERY_FLAG (op, FLAG_ALIVE))
+ CLEAR_FLAG (op, FLAG_NO_STEAL);
+
+ if (flag & INS_BELOW_ORIGINATOR)
+ {
+ if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
+ {
+ LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
+ abort ();
}
- }
- CLEAR_FLAG(op,FLAG_REMOVED);
- /* Debugging information so you can see the last coordinates this object had */
- op->ox=op->x;
- op->oy=op->y;
+ op->above = originator;
+ op->below = originator->below;
- /* 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;
+ if (op->below)
+ op->below->above = op;
+ else
+ ms.bot = op;
- /* 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)) {
- op->nrof+=tmp->nrof;
- remove_ob(tmp);
- free_object(tmp);
- }
+ /* since *below* originator, no need to update top */
+ originator->below = op;
}
+ else
+ {
+ top = ms.bot;
- CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
- CLEAR_FLAG(op, FLAG_INV_LOCKED);
- if (!QUERY_FLAG(op, FLAG_ALIVE))
- CLEAR_FLAG(op, FLAG_NO_STEAL);
-
- if (flag & INS_BELOW_ORIGINATOR) {
- if (originator->map != op->map || originator->x != op->x ||
- originator->y != op->y) {
- LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
- abort();
- }
- op->above = originator;
- op->below = originator->below;
- if (op->below) op->below->above = op;
- else SET_MAP_OB(op->map, op->x, op->y, op);
- /* since *below* originator, no need to update top */
- originator->below = op;
- } else {
- /* If there are other objects, then */
- if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
- object *last=NULL;
- /*
- * If there are multiple objects on this space, we do some trickier handling.
- * We've already dealt with merging if appropriate.
- * Generally, we want to put the new object on top. But if
- * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
- * floor, we want to insert above that and no further.
- * Also, if there are spell objects on this space, we stop processing
- * once we get to them. This reduces the need to traverse over all of
- * them when adding another one - this saves quite a bit of cpu time
- * when lots of spells are cast in one area. Currently, it is presumed
- * that flying non pickable objects are spell objects.
- */
+ /* If there are other objects, then */
+ if ((!(flag & INS_MAP_LOAD)) && top)
+ {
+ object *last = 0;
- while (top != NULL) {
- if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
- QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
- if (QUERY_FLAG(top, FLAG_NO_PICK)
- && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
- && !QUERY_FLAG(top, FLAG_IS_FLOOR))
- {
- /* We insert above top, so we want this object below this */
- top=top->below;
- break;
- }
- last = top;
- top = top->above;
+ /*
+ * If there are multiple objects on this space, we do some trickier handling.
+ * We've already dealt with merging if appropriate.
+ * Generally, we want to put the new object on top. But if
+ * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
+ * floor, we want to insert above that and no further.
+ * Also, if there are spell objects on this space, we stop processing
+ * once we get to them. This reduces the need to traverse over all of
+ * them when adding another one - this saves quite a bit of cpu time
+ * when lots of spells are cast in one area. Currently, it is presumed
+ * that flying non pickable objects are spell objects.
+ */
+ for (top = ms.bot; top; top = top->above)
+ {
+ if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
+ floor = top;
+
+ if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
+ {
+ /* We insert above top, so we want this object below this */
+ top = top->below;
+ break;
+ }
+
+ last = top;
}
- /* 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.
- */
+ /* Don't want top to be NULL, so set it to the last valid object */
+ top = last;
- /* Have object 'fall below' other objects that block view.
- * Unless those objects are exits, type 66
- * 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)) {
- 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
- * set top to the object below us.
- */
- if (last && last->below && last != floor) top=last->below;
+ /* 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.
+ * 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)
+ && 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
+ * set top to the object below us.
+ */
+ if (last && last->below && last != floor)
+ top = last->below;
}
- } /* 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 */
- if (!top) {
- op->above = GET_MAP_OB(op->map, op->x, op->y);
- if (op->above) op->above->below = op;
- op->below = NULL;
- SET_MAP_OB(op->map, op->x, op->y, op);
- } else { /* get inserted into the stack above top */
- op->above = top->above;
- if (op->above) op->above->below = op;
- op->below = top;
- top->above = op;
- }
- if (op->above==NULL)
- SET_MAP_TOP(op->map,op->x, op->y, op);
- } /* else not INS_BELOW_ORIGINATOR */
+ } /* If objects on this space */
- if(op->type==PLAYER)
- op->contr->do_los=1;
+ if (flag & INS_MAP_LOAD)
+ top = ms.top;
- /* 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 this object glows, it may affect lighting conditions that are
- * visible to others on this map. But update_all_los is really
- * an inefficient way to do this, as it means los for all players
- * 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
- * of effect may be sufficient.
- */
- if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
- update_all_los(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.
+ */
- /* updates flags (blocked, alive, no magic, etc) for this map space */
- update_object(op,UP_OBJ_INSERT);
+ /* First object on this space */
+ if (!top)
+ {
+ op->above = ms.bot;
+ if (op->above)
+ op->above->below = 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.
- *
- * check_move_on() must be after this because code called from
- * check_move_on() depends on correct map flags (so functions like
- * blocked() and wall() work properly), and these flags are updated by
- * update_object().
- */
+ op->below = 0;
+ ms.bot = op;
+ }
+ else
+ { /* get inserted into the stack above top */
+ op->above = top->above;
- /* if this is not the head or flag has been passed, don't check walk on status */
+ if (op->above)
+ op->above->below = op;
- if (!(flag & INS_NO_WALK_ON) && !op->head) {
- if (check_move_on(op, originator))
- return NULL;
-
- /* 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)
- if (check_move_on (tmp, originator))
- return NULL;
+ op->below = top;
+ top->above = op;
+ }
+
+ if (!op->above)
+ ms.top = op;
+ } /* else not INS_BELOW_ORIGINATOR */
+
+ if (op->type == PLAYER)
+ {
+ op->contr->do_los = 1;
+ ++op->map->players;
+ op->map->touch ();
}
- return op;
+
+ 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 = ms.player ())
+ if (pl->contr->ns)
+ pl->contr->ns->floorbox_update ();
+
+ /* If this object glows, it may affect lighting conditions that are
+ * visible to others on this map. But update_all_los is really
+ * an inefficient way to do this, as it means los for all players
+ * 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_UPTODATE for spaces within this area
+ * of effect may be sufficient.
+ */
+ 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 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
+ * blocked() and wall() work properly), and these flags are updated by
+ * update_object().
+ */
+
+ /* 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_ () == op)
+ {
+ if (check_move_on (op, originator))
+ return 0;
+
+ /* If we are a multi part object, lets work our way through the check
+ * walk on's.
+ */
+ for (object *tmp = op->more; tmp; tmp = tmp->more)
+ if (check_move_on (tmp, originator))
+ 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;
+void
+replace_insert_ob_in_map (const char *arch_string, object *op)
+{
+ object *tmp, *tmp1;
- /* first search for itself and remove any old instances */
+ /* 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);
-}
+ 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
@@ -1745,35 +1508,37 @@
* 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);
+
+ if (orig_ob->nrof < nr)
+ {
+ sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
+ return NULL;
+ }
+
+ newob = object_create_clone (orig_ob);
-object *get_split_ob(object *orig_ob, uint32 nr) {
- object *newob;
- int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
-
- if(orig_ob->nrofnrof?orig_ob->nrof:1, orig_ob->name);
- return NULL;
- }
- newob = object_create_clone(orig_ob);
- if((orig_ob->nrof-=nr)<1) {
- if ( ! is_removed)
- remove_ob(orig_ob);
- free_object2(orig_ob, 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 ((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;
}
}
- newob->nrof=nr;
- return newob;
+ newob->nrof = nr;
+
+ return newob;
}
/*
@@ -1783,80 +1548,83 @@
*
* Return value: 'op' if something is left, NULL if the amount reached 0
*/
-
-object *decrease_ob_nr (object *op, uint32 i)
+object *
+decrease_ob_nr (object *op, uint32 i)
{
- object *tmp;
- player *pl;
+ object *tmp;
- if (i == 0) /* objects with op->nrof require this check */
- return op;
+ if (i == 0) /* objects with op->nrof require this check */
+ return op;
- if (i > op->nrof)
- i = op->nrof;
+ if (i > op->nrof)
+ i = op->nrof;
- if (QUERY_FLAG (op, FLAG_REMOVED))
+ if (QUERY_FLAG (op, FLAG_REMOVED))
+ op->nrof -= i;
+ else if (op->env)
{
- op->nrof -= i;
- }
- else if (op->env != NULL)
- {
- /* is this object in the players inventory, or sub container
- * therein?
- */
- tmp = is_player_inv (op->env);
- /* nope. Is this a container the player has opened?
- * If so, set tmp to that player.
- * IMO, searching through all the players will mostly
- * likely be quicker than following op->env to the map,
- * and then searching the map for a player.
- */
- if (!tmp) {
- for (pl=first_player; pl; pl=pl->next)
- if (pl->ob->container == op->env) break;
- if (pl) tmp=pl->ob;
- else tmp=NULL;
- }
-
- if (i < op->nrof) {
- sub_weight (op->env, op->weight * i);
- op->nrof -= i;
- if (tmp) {
- esrv_send_item(tmp, op);
- }
- } else {
- remove_ob (op);
- op->nrof = 0;
- if (tmp) {
- esrv_del_item(tmp->contr, op->count);
+ /* 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_all_players (pl)
+ 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
+ else
{
- object *above = op->above;
+ object *above = op->above;
- if (i < op->nrof) {
- op->nrof -= i;
- } else {
- remove_ob (op);
- op->nrof = 0;
- }
- /* Since we just removed op, op->above is null */
- for (tmp = above; tmp != NULL; tmp = tmp->above)
- if (tmp->type == PLAYER) {
- if (op->nrof)
- esrv_send_item(tmp, op);
- else
- esrv_del_item(tmp->contr, op->count);
- }
+ if (i < op->nrof)
+ op->nrof -= i;
+ else
+ {
+ op->remove ();
+ op->nrof = 0;
+ }
+
+ /* 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);
+ }
}
- if (op->nrof) {
- return op;
- } else {
- free_object (op);
- return NULL;
+ if (op->nrof)
+ return op;
+ else
+ {
+ op->destroy ();
+ return 0;
}
}
@@ -1864,117 +1632,129 @@
* 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)
+{
+ while (op != NULL)
+ {
+ if (op->type == CONTAINER)
+ weight = (signed long) (weight * (100 - op->stats.Str) / 100);
-void add_weight (object *op, signed long weight) {
- while (op!=NULL) {
- if (op->type == CONTAINER) {
- weight=(signed long)(weight*(100-op->stats.Str)/100);
+ op->carrying += weight;
+ op = op->env;
}
- op->carrying+=weight;
- op=op->env;
- }
+}
+
+object *
+insert_ob_in_ob (object *op, object *where)
+{
+ if (!where)
+ {
+ char *dump = dump_object (op);
+ LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
+ free (dump);
+ return op;
+ }
+
+ if (where->head_ () != where)
+ {
+ LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
+ where = where->head;
+ }
+
+ return where->insert (op);
}
/*
- * insert_ob_in_ob(op,environment):
+ * env->insert (op)
* 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 *
+object::insert (object *op)
+{
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) {
- dump_object(op);
- LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
- return op;
- }
- if (where->head) {
- LOG(llevDebug,
- "Warning: Tried to insert object wrong part of multipart object.\n");
- where = where->head;
- }
- 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);
- if(op->nrof) {
- for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
- if ( CAN_MERGE(tmp,op) ) {
- /* return the original object and remove inserted object
- (client needs the original object) */
- tmp->nrof += op->nrof;
- /* Weight handling gets pretty funky. Since we are adding to
- * tmp->nrof, we need to increase the weight.
- */
- add_weight (where, op->weight*op->nrof);
- SET_FLAG(op, FLAG_REMOVED);
- free_object(op); /* free the inserted object */
- op = tmp;
- remove_ob (op); /* and fix old object's links */
- CLEAR_FLAG(op, FLAG_REMOVED);
- break;
- }
+ if (!QUERY_FLAG (op, FLAG_REMOVED))
+ op->remove ();
- /* 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 (where, op->weight*op->nrof);
- } else
- add_weight (where, (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);
- }
+ 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);
+ 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;
+ }
+
+ /* 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));
- op->map=NULL;
- op->env=where;
- op->above=NULL;
- op->below=NULL;
- op->x=0,op->y=0;
- op->ox=0,op->oy=0;
+ otmp = this->in_player ();
+ if (otmp && otmp->contr)
+ if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
+ otmp->update_stats ();
+
+ op->map = 0;
+ op->env = this;
+ op->above = 0;
+ op->below = 0;
+ op->x = 0, 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 != 0) && 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);
- }
+ LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
+#endif /* DEBUG_LIGHTS */
+ 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;
- else {
- op->below = where->inv;
+ if (!inv)
+ inv = op;
+ else
+ {
+ op->below = inv;
op->below->above = op;
- where->inv = op;
- }
+ inv = op;
+ }
+
+ INVOKE_OBJECT (INSERT, this);
+
return op;
}
@@ -1998,96 +1778,100 @@
* object being inserted. insert_ob_in_map may not put new objects
* on top.
*/
-
-int check_move_on (object *op, object *originator)
+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;
- if(QUERY_FLAG(op,FLAG_NO_APPLY))
- return 0;
+ MoveType move_on, move_slow, move_block;
- tag = op->count;
+ if (QUERY_FLAG (op, FLAG_NO_APPLY))
+ return 0;
- 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);
-
- /* if nothing on this space will slow op down or be applied,
- * no need to do checking below. have to make sure move_type
- * is set, as lots of objects don't have it set - we treat that
- * as walking.
- */
- if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
- return 0;
+ 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);
+
+ /* if nothing on this space will slow op down or be applied,
+ * no need to do checking below. have to make sure move_type
+ * is set, as lots of objects don't have it set - we treat that
+ * as walking.
+ */
+ if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
+ return 0;
- /* This is basically inverse logic of that below - basically,
- * if the object can avoid the move on or slow move, they do so,
- * but can't do it if the alternate movement they are using is
- * blocked. Logic on this seems confusing, but does seem correct.
- */
- if ((op->move_type & ~move_on & ~move_block) != 0 &&
- (op->move_type & ~move_slow & ~move_block) != 0) return 0;
+ /* This is basically inverse logic of that below - basically,
+ * if the object can avoid the move on or slow move, they do so,
+ * but can't do it if the alternate movement they are using is
+ * blocked. Logic on this seems confusing, but does seem correct.
+ */
+ if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
+ return 0;
- /* The objects have to be checked from top to bottom.
- * Hence, we first go to the top:
- */
+ /* 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) {
- /* 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;
- }
- for(;tmp!=NULL; tmp=tmp->below) {
- if (tmp == op) continue; /* Can't apply yourself */
-
- /* Check to see if one of the movement types should be slowed down.
- * Second check makes sure that the movement types not being slowed
- * (~slow_move) is not blocked on this space - just because the
- * 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->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;
-
- 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))) {
- diff /= 4.0;
- }
- }
- op->speed_left -= diff;
+ 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,
+ * we don't need to check all of them.
+ */
+ if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
+ break;
+ }
+
+ for (; tmp; tmp = tmp->below)
+ {
+ if (tmp == op)
+ continue; /* Can't apply yourself */
+
+ /* Check to see if one of the movement types should be slowed down.
+ * Second check makes sure that the movement types not being slowed
+ * (~slow_move) is not blocked on this space - just because the
+ * 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->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);
+
+ 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)))
+ diff /= 4.0;
+
+ op->speed_left -= diff;
}
}
- /* Basically same logic as above, except now for actual apply. */
- if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
- ((op->move_type & tmp->move_on) &&
- (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
-
- move_apply(tmp, op, originator);
- if (was_destroyed (op, tag))
- return 1;
-
- /* what the person/creature stepped onto has moved the object
- * someplace new. Don't process any further - if we did,
- * have a feeling strange problems would result.
- */
- if (op->map != m || op->x != x || op->y != y) return 0;
+ /* Basically same logic as above, except now for actual apply. */
+ if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
+ ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
+ {
+ move_apply (tmp, op, originator);
+
+ if (op->destroyed ())
+ return 1;
+
+ /* what the person/creature stepped onto has moved the object
+ * someplace new. Don't process any further - if we did,
+ * have a feeling strange problems would result.
+ */
+ if (op->map != m || op->x != x || op->y != y)
+ return 0;
}
}
- return 0;
+
+ return 0;
}
/*
@@ -2095,16 +1879,19 @@
* 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)
+{
+ if (!m || out_of_map (m, x, y))
+ {
+ LOG (llevError, "Present_arch called outside map.\n");
+ return NULL;
+ }
-object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
- object *tmp;
- if(m==NULL || 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 == at)
return tmp;
+
return NULL;
}
@@ -2113,16 +1900,19 @@
* 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)
+{
+ if (out_of_map (m, x, y))
+ {
+ LOG (llevError, "Present called outside map.\n");
+ return NULL;
+ }
-object *present(unsigned char type,mapstruct *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)
- if(tmp->type==type)
+ for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
+ if (tmp->type == type)
return tmp;
+
return NULL;
}
@@ -2131,12 +1921,13 @@
* 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)
- if(tmp->type==type)
+object *
+present_in_ob (unsigned char type, const object *op)
+{
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
+ if (tmp->type == type)
return tmp;
+
return NULL;
}
@@ -2154,15 +1945,14 @@
* 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)
+{
+ for (object *tmp = op->inv; tmp; tmp = tmp->below)
+ if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
+ return tmp;
-object *present_in_ob_by_name(int type, const char *str, const object *op) {
- object *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;
}
/*
@@ -2170,47 +1960,42 @@
* 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)
+object *
+present_arch_in_ob (const archetype *at, const object *op)
+{
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
+ if (tmp->arch == at)
return tmp;
+
return NULL;
}
/*
* activate recursively a flag on an object inventory
*/
-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);
+void
+flag_inv (object *op, int flag)
+{
+ if (op->inv)
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
+ {
+ SET_FLAG (tmp, 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) {
- SET_FLAG(op, FLAG_WAS_WIZ);
- flag_inv(op, FLAG_WAS_WIZ);
+void
+unflag_inv (object *op, int flag)
+{
+ if (op->inv)
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
+ {
+ CLEAR_FLAG (tmp, flag);
+ unflag_inv (tmp, flag);
+ }
}
/*
@@ -2234,64 +2019,65 @@
* 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 index = 0, flag;
+ int altern[SIZEOFFREE];
-int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
- int i,index=0, flag;
- static int altern[SIZEOFFREE];
-
- for(i=start;ihead_ () != exclude)
+ {
+ exclude = exclude->head;
+ move_type = exclude->move_type;
+ }
+ else
+ {
+ /* If we don't have anything, presume it can use all movement types. */
+ move_type = MOVE_ALL;
+ }
-int find_dir(mapstruct *m, int x, int y, object *exclude) {
- int i,max=SIZEOFFREE, mflags;
- sint16 nx, ny;
- object *tmp;
- mapstruct *mp;
- MoveType blocked, move_type;
-
- if (exclude && exclude->head) {
- exclude = exclude->head;
- move_type = exclude->move_type;
- } else {
- /* If we don't have anything, presume it can use all movement types. */
- move_type=MOVE_ALL;
- }
-
- for(i=1;iat (nx, ny);
- mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
- if (mflags & P_OUT_OF_MAP) {
+ blocked = ms.move_block;
+
+ if ((move_type & blocked) == move_type)
max = maxfree[i];
- } else {
- blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
+ else if (mflags & P_IS_ALIVE)
+ {
+ 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 ((move_type & blocked) == move_type) {
- 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;
- }
- }
- if(tmp) {
- return freedir[i];
- }
+ if (tmp)
+ return freedir[i];
}
}
}
- return 0;
+
+ return 0;
}
/*
* 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;
+int
+distance (const object *ob1, const object *ob2)
+{
+ return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
}
/*
@@ -2389,63 +2183,56 @@
* 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
+find_dir_2 (int x, int y)
+{
int q;
- if(y)
- q=x*100/y;
+ if (y)
+ q = x * 100 / y;
else if (x)
- q= -300*x;
+ q = -300 * x;
else
return 0;
- if(y>0) {
- if(q < -242)
- return 3 ;
- if (q < -41)
- return 2 ;
- if (q < 41)
- return 1 ;
- if (q < 242)
- return 8 ;
- return 7 ;
- }
+ if (y > 0)
+ {
+ if (q < -242)
+ return 3;
+ if (q < -41)
+ return 2;
+ if (q < 41)
+ return 1;
+ if (q < 242)
+ return 8;
+ return 7;
+ }
if (q < -242)
- return 7 ;
+ return 7;
if (q < -41)
- return 6 ;
+ return 6;
if (q < 41)
- return 5 ;
+ return 5;
if (q < 242)
- return 4 ;
+ return 4;
- return 3 ;
-}
-
-/*
- * 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;
+ return 3;
}
/*
* 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
+dirdiff (int dir1, int dir2)
+{
int d;
- d = abs(dir1 - dir2);
- if(d>4)
+
+ d = abs (dir1 - dir2);
+ if (d > 4)
d = 8 - d;
+
return d;
}
@@ -2458,57 +2245,57 @@
* Moved from spell_util.c to object.c with the other related direction
* functions.
*/
-
int reduction_dir[SIZEOFFREE][3] = {
- {0,0,0}, /* 0 */
- {0,0,0}, /* 1 */
- {0,0,0}, /* 2 */
- {0,0,0}, /* 3 */
- {0,0,0}, /* 4 */
- {0,0,0}, /* 5 */
- {0,0,0}, /* 6 */
- {0,0,0}, /* 7 */
- {0,0,0}, /* 8 */
- {8,1,2}, /* 9 */
- {1,2,-1}, /* 10 */
- {2,10,12}, /* 11 */
- {2,3,-1}, /* 12 */
- {2,3,4}, /* 13 */
- {3,4,-1}, /* 14 */
- {4,14,16}, /* 15 */
- {5,4,-1}, /* 16 */
- {4,5,6}, /* 17 */
- {6,5,-1}, /* 18 */
- {6,20,18}, /* 19 */
- {7,6,-1}, /* 20 */
- {6,7,8}, /* 21 */
- {7,8,-1}, /* 22 */
- {8,22,24}, /* 23 */
- {8,1,-1}, /* 24 */
- {24,9,10}, /* 25 */
- {9,10,-1}, /* 26 */
- {10,11,-1}, /* 27 */
- {27,11,29}, /* 28 */
- {11,12,-1}, /* 29 */
- {12,13,-1}, /* 30 */
- {12,13,14}, /* 31 */
- {13,14,-1}, /* 32 */
- {14,15,-1}, /* 33 */
- {33,15,35}, /* 34 */
- {16,15,-1}, /* 35 */
- {17,16,-1}, /* 36 */
- {18,17,16}, /* 37 */
- {18,17,-1}, /* 38 */
- {18,19,-1}, /* 39 */
- {41,19,39}, /* 40 */
- {19,20,-1}, /* 41 */
- {20,21,-1}, /* 42 */
- {20,21,22}, /* 43 */
- {21,22,-1}, /* 44 */
- {23,22,-1}, /* 45 */
- {45,47,23}, /* 46 */
- {23,24,-1}, /* 47 */
- {24,9,-1}}; /* 48 */
+ {0, 0, 0}, /* 0 */
+ {0, 0, 0}, /* 1 */
+ {0, 0, 0}, /* 2 */
+ {0, 0, 0}, /* 3 */
+ {0, 0, 0}, /* 4 */
+ {0, 0, 0}, /* 5 */
+ {0, 0, 0}, /* 6 */
+ {0, 0, 0}, /* 7 */
+ {0, 0, 0}, /* 8 */
+ {8, 1, 2}, /* 9 */
+ {1, 2, -1}, /* 10 */
+ {2, 10, 12}, /* 11 */
+ {2, 3, -1}, /* 12 */
+ {2, 3, 4}, /* 13 */
+ {3, 4, -1}, /* 14 */
+ {4, 14, 16}, /* 15 */
+ {5, 4, -1}, /* 16 */
+ {4, 5, 6}, /* 17 */
+ {6, 5, -1}, /* 18 */
+ {6, 20, 18}, /* 19 */
+ {7, 6, -1}, /* 20 */
+ {6, 7, 8}, /* 21 */
+ {7, 8, -1}, /* 22 */
+ {8, 22, 24}, /* 23 */
+ {8, 1, -1}, /* 24 */
+ {24, 9, 10}, /* 25 */
+ {9, 10, -1}, /* 26 */
+ {10, 11, -1}, /* 27 */
+ {27, 11, 29}, /* 28 */
+ {11, 12, -1}, /* 29 */
+ {12, 13, -1}, /* 30 */
+ {12, 13, 14}, /* 31 */
+ {13, 14, -1}, /* 32 */
+ {14, 15, -1}, /* 33 */
+ {33, 15, 35}, /* 34 */
+ {16, 15, -1}, /* 35 */
+ {17, 16, -1}, /* 36 */
+ {18, 17, 16}, /* 37 */
+ {18, 17, -1}, /* 38 */
+ {18, 19, -1}, /* 39 */
+ {41, 19, 39}, /* 40 */
+ {19, 20, -1}, /* 41 */
+ {20, 21, -1}, /* 42 */
+ {20, 21, 22}, /* 43 */
+ {21, 22, -1}, /* 44 */
+ {23, 22, -1}, /* 45 */
+ {45, 47, 23}, /* 46 */
+ {23, 24, -1}, /* 47 */
+ {24, 9, -1}
+}; /* 48 */
/* Recursive routine to step back and see if we can
* find a path to that monster that we found. If not,
@@ -2516,37 +2303,39 @@
* 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) {
- sint16 dx, dy;
- int mflags;
+int
+can_see_monsterP (maptile *m, int x, int y, int dir)
+{
+ sint16 dx, dy;
+ int mflags;
- if(dir<0) return 0; /* exit condition: invalid direction */
+ if (dir < 0)
+ return 0; /* exit condition: invalid direction */
- dx = x + freearr_x[dir];
- dy = y + freearr_y[dir];
+ dx = x + freearr_x[dir];
+ dy = y + freearr_y[dir];
- mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
+ mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
+
+ /* This functional arguably was incorrect before - it was
+ * checking for P_WALL - that was basically seeing if
+ * we could move to the monster - this is being more
+ * literal on if we can see it. To know if we can actually
+ * move to the monster, we'd need the monster passed in or
+ * at least its move type.
+ */
+ if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
+ return 0;
- /* This functional arguably was incorrect before - it was
- * checking for P_WALL - that was basically seeing if
- * we could move to the monster - this is being more
- * literal on if we can see it. To know if we can actually
- * move to the monster, we'd need the monster passed in or
- * at least its move type.
- */
- if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
+ /* yes, can see. */
+ if (dir < 9)
+ return 1;
- /* 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
* picked up by the picker. Returnes 1 if it can be
@@ -2558,108 +2347,68 @@
* 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->weightweight/3));
+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));
}
-
/*
* create clone from object to another
*/
-object *object_create_clone (object *asrc) {
- object *dst = NULL,*tmp,*src,*part,*prev, *item;
+object *
+object_create_clone (object *asrc)
+{
+ object *dst = 0, *tmp, *src, *prev, *item;
- if(!asrc) return NULL;
- src = asrc;
- if(src->head)
- src = src->head;
-
- prev = NULL;
- for(part = src; part; part = part->more) {
- tmp = get_object();
- copy_object(part,tmp);
- tmp->x -= src->x;
- tmp->y -= src->y;
- if(!part->head) {
- dst = tmp;
- tmp->head = NULL;
- } else {
- tmp->head = dst;
- }
- tmp->more = NULL;
- 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);
- }
-
- 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;
- FILE *tempfile;
- char filename[MAX_BUF];
- sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
- 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();
-
- tempfile=fopen(filename,"r");
- if (tempfile == NULL)
- {
- LOG(llevError,"Error - Unable to read object temp file\n");
- return NULL;
- };
- object_thawer thawer (tempfile);
- load_object(thawer,op,LO_NEWFILE,0);
- LOG(llevDebug," load str completed, object=%s\n",op->name);
- CLEAR_FLAG(op,FLAG_REMOVED);
- fclose(tempfile);
- return op;
+ if (!asrc)
+ return 0;
+
+ src = asrc->head_ ();
+
+ prev = 0;
+ for (object *part = src; 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;
+
+ prev = tmp;
+ }
+
+ for (item = src->inv; item; item = item->below)
+ insert_ob_in_ob (object_create_clone (item), dst);
+
+ return dst;
}
/* This returns the first object in who's inventory that
* has the same type and subtype match.
* returns NULL if no match.
*/
-object *find_obj_by_type_subtype(const object *who, int type, int subtype)
+object *
+find_obj_by_type_subtype (const object *who, int type, int subtype)
{
- object *tmp;
-
- for (tmp=who->inv; tmp; tmp=tmp->below)
- if (tmp->type == type && tmp->subtype == subtype) return tmp;
+ 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,
@@ -2668,17 +2417,15 @@
* 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;
-}
+key_value *
+get_ob_key_link (const object *ob, const char *key)
+{
+ for (key_value *link = ob->key_values; link; link = link->next)
+ if (link->key == key)
+ return link;
+
+ return 0;
+}
/*
* Returns the value of op has an extra_field for key, or NULL.
@@ -2687,32 +2434,31 @@
*
* The returned string is shared.
*/
-const char * get_ob_key_value(const object * op, const char * const key) {
- key_value * link;
- const char * canonical_key;
-
- canonical_key = find_string(key);
-
- if (canonical_key == NULL) {
- /* 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;
- }
+const char *
+get_ob_key_value (const object *op, const char *const key)
+{
+ key_value *link;
+ shstr_cmp canonical_key (key);
- /* 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;
- }
+ if (!canonical_key)
+ {
+ /* 1. There being a field named key on any object
+ * implies there'd be a shared string to find.
+ * 2. Since there isn't, no object has this field.
+ * 3. Therefore, *this* object doesn't have this field.
+ */
+ return 0;
}
- return NULL;
-}
+ /* 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;
+}
/*
* Updates the canonical_key in op to value.
@@ -2724,61 +2470,67 @@
*
* Returns TRUE on success.
*/
-int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
- 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 (field->value) FREE_AND_CLEAR_STR(field->value);
- if (value)
- field->value = add_string(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 = NULL;
- else {
- /* Delete this link */
- if (field->key) FREE_AND_CLEAR_STR(field->key);
- if (field->value) FREE_AND_CLEAR_STR(field->value);
- if (last) last->next = field->next;
- else op->key_values = field->next;
- free(field);
+int
+set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
+{
+ 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, canonical_key))
+ field->value = 0;
+ else
+ {
+ if (last)
+ last->next = field->next;
+ else
+ op->key_values = field->next;
+
+ delete field;
}
}
- return TRUE;
+ return TRUE;
}
- /* IF we get here, key doesn't exist */
+ /* 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;
-
- field = (key_value *) malloc(sizeof(key_value));
-
- field->key = add_refcount(canonical_key);
- field->value = add_string(value);
- /* Usual prepend-addition. */
- field->next = op->key_values;
- op->key_values = field;
-
+ /* 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;
+
+ field = new key_value;
+
+ field->key = canonical_key;
+ field->value = value;
+ /* Usual prepend-addition. */
+ field->next = op->key_values;
+ op->key_values = field;
+
+ return TRUE;
}
/*
@@ -2790,26 +2542,193 @@
*
* Returns TRUE on success.
*/
-int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
- const char * canonical_key = NULL;
- int floating_ref = FALSE;
- int ret;
-
- /* HACK This mess is to make sure set_ob_value() passes a shared string
- * to get_ob_key_link(), without leaving a leaked refcount.
- */
-
- canonical_key = find_string(key);
- if (canonical_key == NULL) {
- canonical_key = add_string(key);
- floating_ref = TRUE;
- }
-
- ret = set_ob_key_value_s(op, canonical_key, value, add_key);
-
- if (floating_ref) {
- free_string(canonical_key);
+int
+set_ob_key_value (object *op, const char *key, const char *value, int add_key)
+{
+ shstr key_ (key);
+
+ 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 (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));
}
-
- return ret;
+
+ 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);
+ }
+}
+
+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);
+}
+
+