--- deliantra/server/common/object.C 2007/01/14 22:06:05 1.114 +++ deliantra/server/common/object.C 2008/10/22 19:51:41 1.262 @@ -1,80 +1,76 @@ /* - CrossFire, A Multiplayer game for X-windows + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra 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 + */ - Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - 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 -*/ - -/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. - sub/add_weight will transcend the environment updating the carrying - variable. */ #include #include #include #include #include -#include +#include #include #include -int nrofallocobjects = 0; -static UUID uuid; -const uint64 UUID_SKIP = 1<<19; +UUID UUID::cur; +static uint64_t seq_next_save; +static const uint64 UUID_GAP = 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_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 +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 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 + 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) +write_uuid (uval64 skip, bool sync) { - char filename1[MAX_BUF], filename2[MAX_BUF]; - - sprintf (filename1, "%s/uuid", settings.localdir); - sprintf (filename2, "%s/uuid~", settings.localdir); - - FILE *fp; - - if (!(fp = fopen (filename2, "w"))) - { - LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); - return; - } - - fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); - fclose (fp); - rename (filename2, filename1); + CALL_BEGIN (2); + CALL_ARG_SV (newSVval64 (skip)); + CALL_ARG_SV (boolSV (sync)); + CALL_CALL ("cf::write_uuid", G_DISCARD); + CALL_END; } static void @@ -84,6 +80,8 @@ sprintf (filename, "%s/uuid", settings.localdir); + seq_next_save = 0; + FILE *fp; if (!(fp = fopen (filename, "r"))) @@ -91,8 +89,8 @@ if (errno == ENOENT) { LOG (llevInfo, "RESET uid to 1\n"); - uuid.seq = 0; - write_uuid (); + UUID::cur.seq = 0; + write_uuid (UUID_GAP, true); return; } @@ -100,86 +98,72 @@ _exit (1); } - int version; - unsigned long long uid; - if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) + UUID::BUF buf; + buf[0] = 0; + fgets (buf, sizeof (buf), fp); + + if (!UUID::cur.parse (buf)) { - LOG (llevError, "FATAL: error reading uid from %s!\n", filename); + LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf); _exit (1); } - uuid.seq = uid; - write_uuid (); - LOG (llevDebug, "read UID: %" PRId64 "\n", uid); + LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); + + write_uuid (UUID_GAP, true); fclose (fp); } UUID -gen_uuid () +UUID::gen () { UUID uid; - uid.seq = ++uuid.seq; + uid.seq = ++cur.seq; + + if (expect_false (cur.seq >= seq_next_save)) + { + seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); + write_uuid (UUID_GAP, false); + } - if (!(uuid.seq & (UUID_SKIP - 1))) - write_uuid (); return uid; } void -init_uuid () +UUID::init () { read_uuid (); } /* Returns TRUE if every key_values in wants has a partner with the same value in has. */ -static int +static bool 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 + /* n-squared behaviour (see kv_get), but I'm hoping both * objects with lists are rare, and lists stay short. If not, use a * different structure or at least keep the lists sorted... */ /* For each field in wants, */ - for (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. */ - } + for (key_value *kv = wants->key_values; kv; kv = kv->next) + if (has->kv_get (kv->key) != kv->value) + return false; /* If we get here, every field in wants has a matching field in has. */ - return TRUE; + return true; } /* Returns TRUE if ob1 has the same key_values as ob2. */ -static int +static bool compare_ob_value_lists (const object *ob1, const object *ob2) { /* However, there may be fields in has which aren't partnered in wants, * so we need to run the comparison *twice*. :( */ - return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); + return compare_ob_value_lists_one (ob1, ob2) + && compare_ob_value_lists_one (ob2, ob1); } /* Function examines the 2 objects given to it, and returns true if @@ -204,16 +188,13 @@ || ob1->name != ob2->name) return 0; - //TODO: this ain't working well, use nicer and correct overflow check - /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that - * value could not be stored in a sint32 (which unfortunately sometimes is - * used to store nrof). - */ - if (ob1->nrof + ob2->nrof >= 1UL << 31) + /* Do not merge objects if nrof would overflow, assume nrof + * is always 0 .. 2**31-1 */ + if (ob1->nrof > 0x7fffffff - ob2->nrof) return 0; /* If the objects have been identified, set the BEEN_APPLIED flag. - * This is to the comparison of the flags below will be OK. We + * This is to the comparison of the flags below will be OK. We * just can't ignore the been applied or identified flags, as they * are not equal - just if it has been identified, the been_applied * flags lose any meaning. @@ -224,20 +205,18 @@ 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 + if (ob1->arch->archname != ob2->arch->archname || ob1->name != ob2->name || ob1->title != ob2->title || ob1->msg != ob2->msg || ob1->weight != ob2->weight - || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) - || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) ) || ob1->attacktype != ob2->attacktype || ob1->magic != ob2->magic || ob1->slaying != ob2->slaying || ob1->skill != ob2->skill || ob1->value != ob2->value || ob1->animation_id != ob2->animation_id + || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other || ob1->client_type != ob2->client_type || ob1->materialname != ob2->materialname || ob1->lore != ob2->lore @@ -248,21 +227,31 @@ || ob1->move_on != ob2->move_on || ob1->move_off != ob2->move_off || ob1->move_slow != ob2->move_slow - || ob1->move_slow_penalty != ob2->move_slow_penalty) + || ob1->move_slow_penalty != ob2->move_slow_penalty + || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) + || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) return 0; - /* This is really a spellbook check - really, we should - * check all objects in the inventory. + if ((ob1->flag ^ ob2->flag) + .reset (FLAG_INV_LOCKED) + .reset (FLAG_REMOVED) + .any ()) + return 0; + + /* This is really a spellbook check - we should in general + * not merge objects with real inventories, as splitting them + * is hard. */ if (ob1->inv || ob2->inv) { - /* if one object has inventory but the other doesn't, not equiv */ - if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) - return 0; + if (!(ob1->inv && ob2->inv)) + return 0; /* inventories differ in length */ + + if (ob1->inv->below || ob2->inv->below) + return 0; /* more than one object in inv */ - /* Now check to see if the two inventory objects could merge */ if (!object::can_merge (ob1->inv, ob2->inv)) - return 0; + return 0; /* inventory objects differ */ /* inventory ok - still need to check rest of this object to see * if it is valid. @@ -291,75 +280,147 @@ break; } - if (ob1->key_values != NULL || ob2->key_values != NULL) + if (ob1->key_values || ob2->key_values) { /* At least one of these has key_values. */ - if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) - /* One has fields, but the other one doesn't. */ - return 0; - else if (!compare_ob_value_lists (ob1, ob2)) + if ((!ob1->key_values) != (!ob2->key_values)) + return 0; /* One has fields, but the other one doesn't. */ + + if (!compare_ob_value_lists (ob1, ob2)) return 0; } - //TODO: generate an event or call into perl for additional checks if (ob1->self || ob2->self) { ob1->optimise (); ob2->optimise (); if (ob1->self || ob2->self) - return 0; + { + int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; + int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; + + if (k1 != k2) + return 0; + + if (k1 == 0) + return 1; + + if (!cfperl_can_merge (ob1, ob2)) + return 0; + } } /* Everything passes, must be OK. */ return 1; } +// find player who can see this object +object * +object::visible_to () const +{ + if (client_visible () && !flag [FLAG_REMOVED]) + { + // see if we are in a container of sorts + if (env) + { + // the player inventory itself is always visible + if (env->type == PLAYER) + return env; + + // else a player could have our env open + object *envest = env->outer_env (); + + // the player itself is always on a map, so we will find him here + // even if our inv is in a player. + if (envest->is_on_map ()) + if (object *pl = envest->ms ().player ()) + if (pl->container == env) + return pl; + } + else + { + // maybe there is a player standing on the same mapspace + // this will catch the case where "this" is a player + if (object *pl = ms ().player ()) + if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) + || this == pl->container) + return pl; + } + } + + return 0; +} + +// adjust weight per container type ("of holding") +static sint32 +weight_adjust_for (object *op, sint32 weight) +{ + return op->type == CONTAINER + ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) + : weight; +} + /* - * sum_weight() is a recursive function which calculates the weight - * an object is carrying. It goes through in figures out how much - * containers are carrying, and sums it up. + * adjust_weight(object, weight) adds the specified weight to an object, + * and also updates how much the environment(s) is/are carrying. */ -long -sum_weight (object *op) +static void +adjust_weight (object *op, sint32 weight) { - long sum; - object *inv; - - for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) + while (op) { - if (inv->inv) - sum_weight (inv); - sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); - } + // adjust by actual difference to account for rounding errors + // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct + weight = weight_adjust_for (op, op->carrying) + - weight_adjust_for (op, op->carrying - weight); + + if (!weight) + return; - if (op->type == CONTAINER && op->stats.Str) - sum = (sum * (100 - op->stats.Str)) / 100; + op->carrying += weight; - if (op->carrying != sum) - op->carrying = sum; + if (object *pl = op->visible_to ()) + if (pl != op) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, op); - return sum; + op = op->env; + } } -/** - * Return the outermost environment object for a given object. +/* + * this is a recursive function which calculates the weight + * an object is carrying. It goes through op and figures out how much + * containers are carrying, and sums it up. */ - -object * -object_get_env_recursive (object *op) +void +object::update_weight () { - while (op->env != NULL) - op = op->env; - return op; + sint32 sum = 0; + + for (object *op = inv; op; op = op->below) + { + if (op->inv) + op->update_weight (); + + sum += op->total_weight (); + } + + sum = weight_adjust_for (this, sum); + + if (sum != carrying) + { + carrying = sum; + + if (object *pl = visible_to ()) + if (pl != this) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, this); + } } /* - * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. - * Some error messages. - * The result of the dump is stored in the static global errmsg array. + * Used by: Server DM commands: dumpbelow, dump. Some error messages. */ - char * dump_object (object *op) { @@ -367,7 +428,7 @@ return strdup ("[NULLOBJ]"); object_freezer freezer; - save_object (freezer, op, 1); + op->write (freezer); return freezer.as_string (); } @@ -376,23 +437,27 @@ * multi-object 1 which is closest to the second object. * If it's not a multi-object, it is returned. */ - object * get_nearest_part (object *op, const object *pl) { object *tmp, *closest; int last_dist, i; - if (op->more == NULL) + if (!op->more) return op; - for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) + + for (last_dist = distance (op, pl), closest = op, tmp = op->more; + tmp; + 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. + * VERRRY slow. */ object * find_object (tag_t i) @@ -413,51 +478,110 @@ find_object_name (const char *str) { shstr_cmp str_ (str); - object *op; - - for_all_objects (op) - if (op->name == str_) - break; - return op; -} + if (str_) + for_all_objects (op) + if (op->name == str_) + return op; -void -free_all_object_data () -{ - LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); + return 0; } /* * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. + * ACTUALLY NO! investigate! TODO */ void object::set_owner (object *owner) { - if (!owner) - return; + // allow objects which own objects + if (owner) + while (owner->owner) + owner = owner->owner; - /* next line added to allow objects which own objects */ - /* Add a check for ownercounts in here, as I got into an endless loop - * with the fireball owning a poison cloud which then owned the - * fireball. I believe that was caused by one of the objects getting - * freed and then another object replacing it. Since the ownercounts - * didn't match, this check is valid and I believe that cause is valid. - */ - while (owner->owner) - owner = owner->owner; + if (flag [FLAG_FREED]) + { + LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); + return; + } this->owner = owner; } +int +object::slottype () const +{ + 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; +} + +bool +object::change_weapon (object *ob) +{ + if (current_weapon == ob) + return true; + + if (chosen_skill) + chosen_skill->flag [FLAG_APPLIED] = false; + + current_weapon = ob; + chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); + + if (chosen_skill) + chosen_skill->flag [FLAG_APPLIED] = true; + + 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; + } + + //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); + } + else + ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); + + if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) + { + LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", + &name, ob->debug_desc ()); + return false; + } + + return true; +} + /* Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. */ static void free_key_values (object *op) { - for (key_value *i = op->key_values; i != 0;) + for (key_value *i = op->key_values; i; ) { key_value *next = i->next; delete i; @@ -479,34 +603,22 @@ void object::copy_to (object *dst) { - bool is_freed = QUERY_FLAG (dst, FLAG_FREED); - bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); - + dst->remove (); *(object_copy *)dst = *this; - - if (is_freed) - SET_FLAG (dst, FLAG_FREED); - - if (is_removed) - SET_FLAG (dst, FLAG_REMOVED); - - if (speed < 0) - dst->speed_left = speed_left - RANDOM () % 200 / 100.0; + dst->flag [FLAG_REMOVED] = true; /* Copy over key_values, if any. */ if (key_values) { key_value *tail = 0; - key_value *i; - dst->key_values = 0; - for (i = key_values; i; i = i->next) + for (key_value *i = key_values; i; i = i->next) { key_value *new_link = new key_value; - new_link->next = 0; - new_link->key = i->key; + new_link->next = 0; + new_link->key = i->key; new_link->value = i->value; /* Try and be clever here, too. */ @@ -523,7 +635,29 @@ } } - dst->set_speed (dst->speed); + if (speed < 0) + dst->speed_left -= rndm (); + + dst->activate (); +} + +void +object::instantiate () +{ + if (!uuid.seq) // HACK + uuid = UUID::gen (); + + speed_left = -0.1f; + /* copy the body_info to the body_used - this is only really + * need for monsters, but doesn't hurt to do it for everything. + * by doing so, when a monster is created, it has good starting + * values for the body_used info, so when items are created + * for it, they can be properly equipped. + */ + for (int i = NUM_BODY_LOCATIONS; i--; ) + slot[i].used = slot[i].info; + + attachable::instantiate (); } object * @@ -531,6 +665,7 @@ { object *neu = create (); copy_to (neu); + neu->map = map; // not copied by copy_to return neu; } @@ -591,16 +726,14 @@ void update_object (object *op, int action) { - MoveType move_on, move_off, move_block, move_slow; - - if (op == NULL) + if (!op) { /* this should never happen */ - LOG (llevDebug, "update_object() called for NULL object.\n"); + LOG (llevError | logBacktrace, "update_object() called for NULL object.\n"); return; } - if (op->env) + if (!op->is_on_map ()) { /* Animation is currently handled by client, so nothing * to do in this case. @@ -608,12 +741,6 @@ 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 >= op->map->width || op->y < 0 || op->y >= op->map->height) { @@ -641,7 +768,7 @@ || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. + * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) @@ -672,6 +799,8 @@ object::~object () { + unlink (); + free_key_values (this); } @@ -680,7 +809,7 @@ void object::link () { assert (!index);//D - uuid = gen_uuid (); + uuid = UUID::gen (); count = ++object_count; refcnt_inc (); @@ -689,7 +818,9 @@ void object::unlink () { - assert (index);//D + if (!index) + return; + objects.erase (this); refcnt_dec (); } @@ -701,6 +832,9 @@ if (active) return; + if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D + if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp + if (has_active_speed ()) actives.insert (this); } @@ -761,7 +895,7 @@ // 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, + // corollary: if you create arrows etc. with stuff in its inventory, // cf will crash below with off-map x and y if (!inv) return; @@ -772,14 +906,12 @@ */ if (!drop_to_ground || !map - || map->in_memory != MAP_IN_MEMORY + || map->in_memory != MAP_ACTIVE + || map->no_drop || ms ().move_block == MOVE_ALL) { while (inv) - { - inv->destroy_inv (drop_to_ground); - inv->destroy (); - } + inv->destroy (); } else { /* Put objects in inventory onto this space */ @@ -807,21 +939,39 @@ return op; } +static struct freed_map : maptile +{ + freed_map () + { + path = ""; + name = "/internal/freed_objects_map"; + width = 3; + height = 3; + no_drop = 1; + no_reset = 1; + + alloc (); + in_memory = MAP_ACTIVE; + } + + ~freed_map () + { + destroy (); + } +} freed_map; // freed objects are moved here to avoid crashes + void object::do_destroy () { - attachable::do_destroy (); - if (flag [FLAG_IS_LINKED]) remove_button_link (this); if (flag [FLAG_FRIENDLY]) remove_friendly_object (this); - if (!flag [FLAG_REMOVED]) - remove (); + remove (); - destroy_inv (true); + attachable::do_destroy (); deactivate (); unlink (); @@ -829,27 +979,9 @@ 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; - } - - head = 0; + map = &freed_map; + x = 1; + y = 1; if (more) { @@ -857,39 +989,37 @@ more = 0; } - // clear those pointers that likely might have circular references to us - owner = 0; - enemy = 0; - attacked_by = 0; + head = 0; + + // clear those pointers that likely might cause circular references + owner = 0; + enemy = 0; + attacked_by = 0; + current_weapon = 0; } void -object::destroy (bool destroy_inventory) +object::destroy () { if (destroyed ()) return; - if (destroy_inventory) - destroy_inv (false); + if (!is_head () && !head->destroyed ()) + { + LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); + head->destroy (); + return; + } - attachable::destroy (); -} + destroy_inv (false); -/* - * 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); + if (is_head ()) + if (sound_destroy) + play_sound (sound_destroy); + else if (flag [FLAG_MONSTER]) + play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism - op->carrying -= weight; - op = op->env; - } + attachable::destroy (); } /* op->remove (): @@ -898,20 +1028,20 @@ * object will have no environment. If the object previously had an * environment, the x and y coordinates will be updated to * the previous environment. - * Beware: This function is called from the editor as well! */ void -object::remove () +object::do_remove () { object *tmp, *last = 0; object *otmp; - if (QUERY_FLAG (this, FLAG_REMOVED)) + if (flag [FLAG_REMOVED]) return; - SET_FLAG (this, FLAG_REMOVED); INVOKE_OBJECT (REMOVE, this); + flag [FLAG_REMOVED] = true; + if (more) more->remove (); @@ -921,10 +1051,28 @@ */ if (env) { - if (nrof) - sub_weight (env, weight * nrof); - else - sub_weight (env, weight + carrying); + flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed + if (object *pl = visible_to ()) + esrv_del_item (pl->contr, count); + flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed + + adjust_weight (env, -total_weight ()); + + /* 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. + */ + map = env->map; + x = env->x; + y = env->y; + + // make sure cmov optimisation is applicable + *(above ? &above->below : &env->inv) = below; + *(below ? &below->above : &above ) = above; // &above is just a dummy + + above = 0; + below = 0; + env = 0; /* NO_FIX_PLAYER is set when a great many changes are being * made to players inventory. If set, avoiding the call @@ -932,93 +1080,71 @@ */ if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) otmp->update_stats (); - - 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; } else if (map) { - if (type == PLAYER) - { - --map->players; - map->touch (); - } - map->dirty = true; + mapspace &ms = this->ms (); - /* link the object above us */ - if (above) - above->below = below; - else - map->at (x, y).top = below; /* we were top, set new top */ - - /* Relink the object below us, if there is one */ - if (below) - below->above = above; - else + if (object *pl = ms.player ()) { - /* Nothing below, which means we need to relink map object for this space - * use translated coordinates in case some oddness with map tiling is - * evident - */ - if (GET_MAP_OB (map, x, y) != this) + if (type == PLAYER) // this == pl(!) + { + // 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 (); + } + else if (pl->container == this) { - char *dump = dump_object (this); - LOG (llevError, - "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); - free (dump); - dump = dump_object (GET_MAP_OB (map, x, y)); - LOG (llevError, "%s\n", dump); - free (dump); + // removing a container should close it + close_container (); } - map->at (x, y).bot = above; /* goes on above it. */ + esrv_del_item (pl->contr, count); } + /* link the object above us */ + // re-link, make sure compiler can easily use cmove + *(above ? &above->below : &ms.top) = below; + *(below ? &below->above : &ms.bot) = above; + above = 0; below = 0; + ms.flags_ = 0; + if (map->in_memory == MAP_SAVING) return; int check_walk_off = !flag [FLAG_NO_APPLY]; - for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) + if (object *pl = ms.player ()) + { + if (pl->container == this) + /* If a container that the player is currently using somehow gets + * removed (most likely destroyed), update the player view + * appropriately. + */ + pl->close_container (); + + //TODO: the floorbox prev/next might need updating + //esrv_del_item (pl->contr, count); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); + } + + 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 (); - } - /* See if object moving off should effect something */ if (check_walk_off && ((move_type & tmp->move_off) @@ -1030,21 +1156,9 @@ LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); } - /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ - //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) - if (tmp->above == tmp) - tmp->above = 0; - last = 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 (flag [FLAG_BLOCKSVIEW] || glow_radius) update_all_los (map, x, y); } @@ -1064,40 +1178,65 @@ if (!op->nrof) return 0; - if (top) + if (!top) for (top = op; top && top->above; top = top->above) ; for (; top; top = top->below) - { - if (top == op) - continue; + if (object::can_merge (op, top)) + { + top->nrof += op->nrof; - if (object::can_merge (op, top)) - { - top->nrof += op->nrof; + if (object *pl = top->visible_to ()) + esrv_update_item (UPD_NROF, pl, top); -/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ - op->weight = 0; /* Don't want any adjustements now */ - op->destroy (); - return top; - } - } + op->weight = 0; // cancel the addition above + op->carrying = 0; // must be 0 already + + op->destroy (); + + return top; + } return 0; } +void +object::expand_tail () +{ + if (more) + return; + + object *prev = this; + + for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) + { + object *op = arch_to_object (at); + + op->name = name; + op->name_pl = name_pl; + op->title = title; + + op->head = this; + prev->more = op; + + prev = op; + } +} + /* - * same as insert_ob_in_map except it handle separate coordinates and do a clean - * job preparing multi-part monsters + * same as insert_ob_in_map except it handles separate coordinates and does a clean + * job preparing multi-part monsters. */ object * insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) { + op->remove (); + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { - tmp->x = x + tmp->arch->clone.x; - tmp->y = y + tmp->arch->clone.y; + tmp->x = x + tmp->arch->x; + tmp->y = y + tmp->arch->y; } return insert_ob_in_map (op, m, originator, flag); @@ -1126,92 +1265,41 @@ object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - object *tmp, *top, *floor = NULL; - sint16 x, y; + op->remove (); - if (QUERY_FLAG (op, FLAG_FREED)) - { - LOG (llevError, "Trying to insert freed object!\n"); - return NULL; - } + if (m == &freed_map)//D TODO: remove soon + {//D + LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D + }//D - if (!m) - { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); - free (dump); - return op; - } - - if (out_of_map (m, op->x, op->y)) - { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); -#ifdef MANY_CORES - /* Better to catch this here, as otherwise the next use of this object - * is likely to cause a crash. Better to find out where it is getting - * improperly inserted. - */ - abort (); -#endif - free (dump); - return op; - } - - if (!QUERY_FLAG (op, FLAG_REMOVED)) + /* Ideally, the caller figures this out. However, it complicates a lot + * of areas of callers (eg, anything that uses find_free_spot would now + * need extra work + */ + if (!xy_normalise (m, op->x, op->y)) { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); - free (dump); - return op; + op->head_ ()->destroy ();// remove head_ once all tail object destroyers found + return 0; } - if (op->more) - { - /* The part may be on a different map. */ - - object *more = op->more; - - /* We really need the caller to normalise 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 normalise it. - */ - if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) - more->map = get_map_from_coord (m, &more->x, &more->y); - else if (!more->map) - { - /* For backwards compatibility - when not dealing with tiled maps, - * more->map should always point to the parent. - */ - more->map = m; - } - - if (insert_ob_in_map (more, more->map, originator, flag) == NULL) - { - if (!op->head) - LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - - return 0; - } - } + if (object *more = op->more) + if (!insert_ob_in_map (more, m, originator, flag)) + return 0; CLEAR_FLAG (op, FLAG_REMOVED); - /* Ideally, the caller figures this out. However, it complicates a lot - * of areas of callers (eg, anything that uses find_free_spot would now - * need extra work - */ - op->map = get_map_from_coord (m, &op->x, &op->y); - x = op->x; - y = op->y; + op->map = m; + mapspace &ms = op->ms (); /* this has to be done after we translate the coordinates. */ if (op->nrof && !(flag & INS_NO_MERGE)) - for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) if (object::can_merge (op, tmp)) { + // TODO: we actually want to update tmp, not op, + // but some caller surely breaks when we return tmp + // from here :/ op->nrof += tmp->nrof; tmp->destroy (); } @@ -1230,24 +1318,24 @@ abort (); } + if (!originator->is_on_map ()) + LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", + op->debug_desc (), originator->debug_desc ()); + op->above = originator; op->below = originator->below; - - if (op->below) - op->below->above = op; - else - op->ms ().bot = op; - - /* since *below* originator, no need to update top */ originator->below = op; + + *(op->below ? &op->below->above : &ms.bot) = op; } else { + object *floor = 0; + object *top = ms.top; + /* If there are other objects, then */ - if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) + if (top) { - object *last = 0; - /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. @@ -1260,42 +1348,42 @@ * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ - while (top) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) - floor = top; + if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) + floor = tmp; - if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) + if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { /* We insert above top, so we want this object below this */ - top = top->below; + top = tmp->below; break; } - last = top; - top = top->above; + top = tmp; } - /* Don't want top to be NULL, so set it to the last valid object */ - top = last; - /* We let update_position deal with figuring out what the space * looks like instead of lots of conditions here. * makes things faster, and effectively the same result. */ /* Have object 'fall below' other objects that block view. - * Unless those objects are exits, type 66 + * Unless those objects are exits. * If INS_ON_TOP is used, don't do this processing * Need to find the object that in fact blocks view, otherwise * stacking is a bit odd. */ - if (!(flag & INS_ON_TOP) && - (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) + if (!(flag & INS_ON_TOP) + && ms.flags () & P_BLOCKSVIEW + && (op->face && !faces [op->face].visibility)) { + object *last; + for (last = top; last != floor; last = last->below) if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 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 @@ -1306,40 +1394,27 @@ } } /* If objects on this space */ - if (flag & INS_MAP_LOAD) - top = GET_MAP_TOP (op->map, op->x, op->y); - if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; - /* Top is the object that our object (op) is going to get inserted above. - */ - - /* First object on this space */ + // insert object above top, or bottom-most if top = 0 if (!top) { - op->above = GET_MAP_OB (op->map, op->x, op->y); - - if (op->above) - op->above->below = op; - op->below = 0; - op->ms ().bot = op; + op->above = ms.bot; + ms.bot = op; + + *(op->above ? &op->above->below : &ms.top) = op; } else - { /* get inserted into the stack above top */ + { op->above = top->above; - - if (op->above) - op->above->below = op; + top->above = op; op->below = top; - top->above = op; + *(op->above ? &op->above->below : &ms.top) = op; } - - if (!op->above) - op->ms ().top = op; - } /* else not INS_BELOW_ORIGINATOR */ + } if (op->type == PLAYER) { @@ -1350,13 +1425,12 @@ op->map->dirty = true; - /* If we have a floor, we know the player, if any, will be above - * it, so save a few ticks and start from there. - */ - if (!(flag & INS_MAP_LOAD)) - if (object *pl = op->ms ().player ()) - if (pl->contr->ns) - pl->contr->ns->floorbox_update (); + if (object *pl = ms.player ()) + //TODO: the floorbox prev/next might need updating + //esrv_send_item (pl, op); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really @@ -1385,7 +1459,7 @@ */ /* if this is not the head or flag has been passed, don't check walk on status */ - if (!(flag & INS_NO_WALK_ON) && !op->head) + if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) { if (check_move_on (op, originator)) return 0; @@ -1393,7 +1467,7 @@ /* If we are a multi part object, lets work our way through the check * walk on's. */ - for (tmp = op->more; tmp != NULL; tmp = tmp->more) + for (object *tmp = op->more; tmp; tmp = tmp->more) if (check_move_on (tmp, originator)) return 0; } @@ -1408,170 +1482,86 @@ void replace_insert_ob_in_map (const char *arch_string, object *op) { - object *tmp, *tmp1; - /* first search for itself and remove any old instances */ - for (tmp = op->ms ().bot; tmp; tmp = tmp->above) - if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ + for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) + if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ tmp->destroy (); - tmp1 = arch_to_object (archetype::find (arch_string)); + object *tmp = arch_to_object (archetype::find (arch_string)); - tmp1->x = op->x; - tmp1->y = op->y; - insert_ob_in_map (tmp1, op->map, op, 0); -} + tmp->x = op->x; + tmp->y = op->y; -object * -object::insert_at (object *where, object *originator, int flags) -{ - where->map->insert (this, where->x, where->y, originator, flags); + insert_ob_in_map (tmp, op->map, op, 0); } -/* - * get_split_ob(ob,nr) splits up ob into two parts. The part which - * is returned contains nr objects, and the remaining parts contains - * the rest (or is removed and freed if that number is 0). - * On failure, NULL is returned, and the reason put into the - * global static errmsg array. - */ object * -get_split_ob (object *orig_ob, uint32 nr) +object::insert_at (object *where, object *originator, int flags) { - object *newob; - int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); - - if (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); - - 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; + if (where->env) + return where->env->insert (this); + else + return where->map->insert (this, where->x, where->y, originator, flags); } /* - * decrease_ob_nr(object, number) decreases a specified number from - * the amount of an object. If the amount reaches 0, the object + * decrease(object, number) decreases a specified number from + * the amount of an object. If the amount reaches 0, the object * is subsequently removed and freed. * * Return value: 'op' if something is left, NULL if the amount reached 0 */ - -object * -decrease_ob_nr (object *op, uint32 i) +bool +object::decrease (sint32 nr) { - object *tmp; - - if (i == 0) /* objects with op->nrof require this check */ - return op; + if (!nr) + return true; - if (i > op->nrof) - i = op->nrof; + nr = min (nr, nrof); - if (QUERY_FLAG (op, FLAG_REMOVED)) - op->nrof -= i; - else if (op->env) + if (nrof > nr) { - /* 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; - } + nrof -= nr; + adjust_weight (env, -weight * max (1, nr)); // carrying == 0 - if (i < op->nrof) - { - sub_weight (op->env, op->weight * i); - op->nrof -= i; - if (tmp) - esrv_send_item (tmp, op); - } - else - { - op->remove (); - op->nrof = 0; - if (tmp) - esrv_del_item (tmp->contr, op->count); - } - } - else - { - object *above = op->above; - - if (i < op->nrof) - op->nrof -= i; - else - { - op->remove (); - op->nrof = 0; - } + if (object *pl = visible_to ()) + esrv_update_item (UPD_NROF, pl, this); - /* Since we just removed op, op->above is null */ - for (tmp = above; tmp; tmp = tmp->above) - if (tmp->type == PLAYER) - { - if (op->nrof) - esrv_send_item (tmp, op); - else - esrv_del_item (tmp->contr, op->count); - } + return true; } - - if (op->nrof) - return op; else { - op->destroy (); - return 0; + destroy (); + return false; } } /* - * add_weight(object, weight) adds the specified weight to an object, - * and also updates how much the environment(s) is/are carrying. + * split(ob,nr) splits up ob into two parts. The part which + * is returned contains nr objects, and the remaining parts contains + * the rest (or is removed and returned if that number is 0). + * On failure, NULL is returned. */ - -void -add_weight (object *op, signed long weight) +object * +object::split (sint32 nr) { - while (op != NULL) + int have = number_of (); + + if (have < nr) + return 0; + else if (have == nr) { - if (op->type == CONTAINER) - weight = (signed long) (weight * (100 - op->stats.Str) / 100); + remove (); + return this; + } + else + { + decrease (nr); - op->carrying += weight; - op = op->env; + object *op = deep_clone (); + op->nrof = nr; + return op; } } @@ -1586,9 +1576,9 @@ return op; } - if (where->head) + if (where->head_ () != where) { - LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); + LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n"); where = where->head; } @@ -1603,86 +1593,66 @@ * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ - object * object::insert (object *op) { - object *tmp, *otmp; - - if (!QUERY_FLAG (op, FLAG_REMOVED)) - op->remove (); - if (op->more) { LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); return op; } - CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); - CLEAR_FLAG (op, FLAG_REMOVED); + op->remove (); + + op->flag [FLAG_OBJ_ORIGINAL] = 0; + if (op->nrof) - { - for (tmp = inv; tmp != NULL; tmp = tmp->below) - if (object::can_merge (tmp, op)) - { - /* return the original object and remove inserted object - (client needs the original object) */ - tmp->nrof += op->nrof; - /* Weight handling gets pretty funky. Since we are adding to - * tmp->nrof, we need to increase the weight. - */ - add_weight (this, op->weight * op->nrof); - SET_FLAG (op, FLAG_REMOVED); - op->destroy (); /* free the inserted object */ - op = tmp; - op->remove (); /* and fix old object's links */ - CLEAR_FLAG (op, FLAG_REMOVED); - break; - } + for (object *tmp = inv; tmp; tmp = tmp->below) + if (object::can_merge (tmp, op)) + { + /* return the original object and remove inserted object + (client needs the original object) */ + tmp->nrof += op->nrof; - /* I assume combined objects have no inventory - * We add the weight - this object could have just been removed - * (if it was possible to merge). calling remove_ob will subtract - * the weight, so we need to add it in again, since we actually do - * the linking below - */ - add_weight (this, op->weight * op->nrof); - } - else - add_weight (this, (op->weight + op->carrying)); + if (object *pl = tmp->visible_to ()) + esrv_update_item (UPD_NROF, pl, tmp); - otmp = this->in_player (); - if (otmp && otmp->contr) - if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - otmp->update_stats (); + adjust_weight (this, op->total_weight ()); + + op->destroy (); + op = tmp; + goto inserted; + } + + op->owner = 0; // it's his/hers now. period. + op->map = 0; + op->x = 0; + op->y = 0; - op->map = 0; - op->env = this; op->above = 0; - op->below = 0; - op->x = 0, op->y = 0; + op->below = inv; + op->env = this; + + if (inv) + inv->above = op; + inv = op; + + op->flag [FLAG_REMOVED] = 0; + + if (object *pl = op->visible_to ()) + esrv_send_item (pl, op); + + adjust_weight (this, op->total_weight ()); + +inserted: /* reset the light list and los of the players on the map */ - if ((op->glow_radius != 0) && map) - { -#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) - update_all_los (map, x, y); - } + if (op->glow_radius && map && 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 (!inv) - inv = op; - else - { - op->below = inv; - op->below->above = op; - inv = op; - } + // if this is a player's inventory, update stats + if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) + update_stats (); INVOKE_OBJECT (INSERT, this); @@ -1773,7 +1743,7 @@ { float - diff = tmp->move_slow_penalty * FABS (op->speed); + diff = tmp->move_slow_penalty * fabs (op->speed); if (op->type == PLAYER) if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || @@ -1820,7 +1790,7 @@ } for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) - if (tmp->arch == at) + if (tmp->arch->archname == at->archname) return tmp; return NULL; @@ -1894,8 +1864,8 @@ 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) + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if (tmp->arch->archname == at->archname) return tmp; return NULL; @@ -1907,12 +1877,11 @@ 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); - } + for (object *tmp = op->inv; tmp; tmp = tmp->below) + { + SET_FLAG (tmp, flag); + flag_inv (tmp, flag); + } } /* @@ -1921,25 +1890,11 @@ 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); - } -} - -/* - * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in - * all it's inventory (recursively). - * If checksums are used, a player will get set_cheat called for - * him/her-self and all object carried by a call to this function. - */ -void -set_cheat (object *op) -{ - SET_FLAG (op, FLAG_WAS_WIZ); - flag_inv (op, FLAG_WAS_WIZ); + for (object *tmp = op->inv; tmp; tmp = tmp->below) + { + CLEAR_FLAG (tmp, flag); + unflag_inv (tmp, flag); + } } /* @@ -1951,10 +1906,7 @@ * start and stop are where to start relative to the free_arr array (1,9 * does all 4 immediate directions). This returns the index into the * array of the free spot, -1 if no spot available (dir 0 = x,y) - * Note - this only checks to see if there is space for the head of the - * object - if it is a multispace object, this should be called for all - * pieces. - * Note2: This function does correctly handle tiled maps, but does not + * Note: This function does correctly handle tiled maps, but does not * inform the caller. However, insert_ob_in_map will update as * necessary, so the caller shouldn't need to do any special work. * Note - updated to take an object instead of archetype - this is necessary @@ -1966,14 +1918,30 @@ 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 index = 0, flag; for (int i = start; i < stop; i++) { - flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); - if (!flag) - altern [index++] = i; + mapxy pos (m, x, y); pos.move (i); + + if (!pos.normalise ()) + continue; + + mapspace &ms = *pos; + + if (ms.flags () & P_IS_ALIVE) + continue; + + /* However, often + * ob doesn't have any move type (when used to place exits) + * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. + */ + if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL) + { + altern [index++] = i; + continue; + } /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. @@ -1983,14 +1951,28 @@ * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ - else if ((flag & P_NO_PASS) && maxfree[i] < stop) - stop = maxfree[i]; + if (ms.move_block == MOVE_ALL && maxfree[i] < stop) + { + stop = maxfree[i]; + continue; + } + + /* Note it is intentional that we check ob - the movement type of the + * head of the object should correspond for the entire object. + */ + if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) + continue; + + if (ob->blocked (pos.m, pos.x, pos.y)) + continue; + + altern [index++] = i; } if (!index) return -1; - return altern[RANDOM () % index]; + return altern [rndm (index)]; } /* @@ -2003,7 +1985,7 @@ find_first_free_spot (const object *ob, maptile *m, int x, int y) { for (int i = 0; i < SIZEOFFREE; i++) - if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) + if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) return i; return -1; @@ -2021,7 +2003,7 @@ end -= begin; while (--end) - swap (arr [end], arr [RANDOM () % (end + 1)]); + swap (arr [end], arr [rndm (end + 1)]); } /* new function to make monster searching more efficient, and effective! @@ -2067,7 +2049,7 @@ MoveType blocked, move_type; - if (exclude && exclude->head) + if (exclude && exclude->head_ () != exclude) { exclude = exclude->head; move_type = exclude->move_type; @@ -2100,7 +2082,7 @@ { for (tmp = ms.bot; tmp; tmp = tmp->above) if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) - && (tmp != exclude || (tmp->head && tmp->head != exclude))) + && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) break; if (tmp) @@ -2165,28 +2147,9 @@ } /* - * absdir(int): Returns a number between 1 and 8, which represent - * the "absolute" direction of a number (it actually takes care of - * "overflow" in previous calculations of a direction). - */ - -int -absdir (int d) -{ - while (d < 1) - d += 8; - - while (d > 8) - d -= 8; - - return d; -} - -/* * dirdiff(dir1, dir2) returns how many 45-degrees differences there is * between two directions (which are expected to be absolute (see absdir()) */ - int dirdiff (int dir1, int dir2) { @@ -2309,7 +2272,6 @@ * * Add a check so we can't pick up invisible objects (0.93.8) */ - int can_pick (const object *who, const object *item) { @@ -2322,84 +2284,27 @@ * create clone from object to another */ object * -object_create_clone (object *asrc) +object::deep_clone () { - object *dst = 0, *tmp, *src, *part, *prev, *item; - - if (!asrc) - return 0; + assert (("deep_clone called on non-head object", is_head ())); - src = asrc; - if (src->head) - src = src->head; + object *dst = clone (); - prev = 0; - for (part = src; part; part = part->more) + object *prev = dst; + for (object *part = this->more; part; part = part->more) { - tmp = part->clone (); - tmp->x -= src->x; - tmp->y -= src->y; - - if (!part->head) - { - dst = tmp; - tmp->head = 0; - } - else - tmp->head = dst; - - tmp->more = 0; - - if (prev) - prev->more = tmp; - + object *tmp = part->clone (); + tmp->head = dst; + prev->more = tmp; prev = tmp; } - for (item = src->inv; item; item = item->below) - insert_ob_in_ob (object_create_clone (item), dst); + for (object *item = inv; item; item = item->below) + insert_ob_in_ob (item->deep_clone (), dst); return dst; } -/* GROS - Creates an object using a string representing its content. */ -/* Basically, we save the content of the string to a temp file, then call */ -/* load_object on it. I admit it is a highly inefficient way to make things, */ -/* but it was simple to make and allows reusing the load_object function. */ -/* Remember not to use load_object_str in a time-critical situation. */ -/* Also remember that multiparts objects are not supported for now. */ -object * -load_object_str (const char *obstr) -{ - object *op; - char filename[MAX_BUF]; - - sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); - - FILE *tempfile = fopen (filename, "w"); - - if (tempfile == NULL) - { - LOG (llevError, "Error - Unable to access load object temp file\n"); - return NULL; - } - - fprintf (tempfile, obstr); - fclose (tempfile); - - op = object::create (); - - object_thawer thawer (filename); - - if (thawer) - load_object (thawer, op, 0); - - LOG (llevDebug, " load str completed, object=%s\n", &op->name); - CLEAR_FLAG (op, FLAG_REMOVED); - - return op; -} - /* This returns the first object in who's inventory that * has the same type and subtype match. * returns NULL if no match. @@ -2414,144 +2319,46 @@ return 0; } -/* If ob has a field named key, return the link from the list, - * otherwise return NULL. - * - * key must be a passed in shared string - otherwise, this won't - * do the desired thing. - */ -key_value * -get_ob_key_link (const object *ob, const char *key) +const shstr & +object::kv_get (const shstr &key) const { - for (key_value *link = ob->key_values; link; link = link->next) - if (link->key == key) - return link; + for (key_value *kv = key_values; kv; kv = kv->next) + if (kv->key == key) + return kv->value; - return 0; + return shstr_null; } -/* - * Returns the value of op has an extra_field for key, or NULL. - * - * The argument doesn't need to be a shared string. - * - * The returned string is shared. - */ -const char * -get_ob_key_value (const object *op, const char *const key) -{ - key_value *link; - shstr_cmp canonical_key (key); - - if (!canonical_key) - { - /* 1. There being a field named key on any object - * implies there'd be a shared string to find. - * 2. Since there isn't, no object has this field. - * 3. Therefore, *this* object doesn't have this field. - */ - return 0; - } - - /* 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. - * - * canonical_key is a shared string (value doesn't have to be). - * - * Unless add_key is TRUE, it won't add fields, only change the value of existing - * keys. - * - * Returns TRUE on success. - */ -int -set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) +void +object::kv_set (const shstr &key, const shstr &value) { - key_value *field = NULL, *last = NULL; - - for (field = op->key_values; field != NULL; field = field->next) - { - if (field->key != canonical_key) - { - last = field; - continue; - } - - if (value) - field->value = value; - else - { - /* Basically, if the archetype has this key set, - * we need to store the null value so when we save - * it, we save the empty value so that when we load, - * we get this value back again. - */ - if (get_ob_key_link (&op->arch->clone, canonical_key)) - field->value = 0; - else - { - if (last) - last->next = field->next; - else - op->key_values = field->next; - - delete field; - } - } - return TRUE; - } - /* IF we get here, key doesn't exist */ - - /* No field, we'll have to add it. */ - - if (!add_key) - return FALSE; - - /* There isn't any good reason to store a null - * value in the key/value list. If the archetype has - * this key, then we should also have it, so shouldn't - * be here. If user wants to store empty strings, - * should pass in "" - */ - if (value == NULL) - return TRUE; + for (key_value *kv = key_values; kv; kv = kv->next) + if (kv->key == key) + { + kv->value = value; + return; + } - field = new key_value; + key_value *kv = new key_value; - field->key = canonical_key; - field->value = value; - /* Usual prepend-addition. */ - field->next = op->key_values; - op->key_values = field; + kv->next = key_values; + kv->key = key; + kv->value = value; - return TRUE; + key_values = kv; } -/* - * Updates the key in op to value. - * - * If add_key is FALSE, this will only update existing keys, - * and not add new ones. - * In general, should be little reason FALSE is ever passed in for add_key - * - * Returns TRUE on success. - */ -int -set_ob_key_value (object *op, const char *key, const char *value, int add_key) +void +object::kv_del (const shstr &key) { - shstr key_ (key); - - return set_ob_key_value_s (op, key_, value, add_key); + for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) + if ((*kvp)->key == key) + { + key_value *kv = *kvp; + *kvp = (*kvp)->next; + delete kv; + return; + } } object::depth_iterator::depth_iterator (object *container) @@ -2575,7 +2382,6 @@ item = item->env; } - const char * object::flag_desc (char *desc, int len) const { @@ -2612,14 +2418,16 @@ 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, + p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}", + count, + uuid.c_str (), &name, - title ? "\",title:" : "", + title ? ",title:\"" : "", title ? (const char *)title : "", + title ? "\"" : "", flag_desc (flagdesc, 512), type); - if (env) + if (!flag[FLAG_REMOVED] && env) p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); if (map) @@ -2631,14 +2439,141 @@ const char * object::debug_desc () const { - static char info[256 * 4]; - return debug_desc (info); + static char info[3][256 * 4]; + static int info_idx; + + return debug_desc (info [++info_idx % 3]); +} + +struct region * +object::region () const +{ + return map ? map->region (x, y) + : region::default_region (); } -const char * -object::debug_desc2 () const +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) { - static char info[256 * 4]; - return debug_desc (info); + if (container == new_container) + return; + + object *old_container = container; + + if (old_container) + { + if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) + return; + +#if 0 + // remove the "Close old_container" object. + if (object *closer = old_container->inv) + if (closer->type == CLOSE_CON) + closer->destroy (); +#endif + + // make sure the container is available + esrv_send_item (this, old_container); + + old_container->flag [FLAG_APPLIED] = false; + container = 0; + + // client needs item update to make it work, client bug requires this to be separate + esrv_update_item (UPD_FLAGS, this, old_container); + + new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); + play_sound (sound_find ("chest_close")); + } + + if (new_container) + { + if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) + return; + + // TODO: this does not seem to serve any purpose anymore? +#if 0 + // insert the "Close Container" object. + if (archetype *closer = new_container->other_arch) + { + object *closer = arch_to_object (new_container->other_arch); + closer->flag [FLAG_NO_MAP_SAVE] = 1; + new_container->insert (closer); + } +#endif + + new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); + + // make sure the container is available, client bug requires this to be separate + esrv_send_item (this, new_container); + + new_container->flag [FLAG_APPLIED] = true; + container = new_container; + + // client needs flag change + esrv_update_item (UPD_FLAGS, this, new_container); + esrv_send_inventory (this, new_container); + play_sound (sound_find ("chest_open")); + } +// else if (!old_container->env && contr && contr->ns) +// contr->ns->floorbox_reset (); +} + +object * +object::force_find (const shstr name) +{ + /* cycle through his inventory to look for the MARK we want to + * place + */ + for (object *tmp = inv; tmp; tmp = tmp->below) + if (tmp->type == FORCE && tmp->slaying == name) + return splay (tmp); + + return 0; +} + +void +object::force_add (const shstr name, int duration) +{ + if (object *force = force_find (name)) + force->destroy (); + + object *force = get_archetype (FORCE_NAME); + + force->slaying = name; + force->stats.food = 1; + force->speed_left = -1.f; + + force->set_speed (duration ? 1.f / duration : 0.f); + force->flag [FLAG_IS_USED_UP] = true; + force->flag [FLAG_APPLIED] = true; + + insert (force); +} + +void +object::play_sound (faceidx sound) +{ + if (!sound) + return; + + if (flag [FLAG_REMOVED]) + return; + + if (env) + { + if (object *pl = in_player ()) + pl->contr->play_sound (sound); + } + else + map->play_sound (sound, x, y); }