--- deliantra/server/common/object.C 2006/12/26 08:17:58 1.86 +++ deliantra/server/common/object.C 2007/08/01 01:53:13 1.170 @@ -1,25 +1,25 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. sub/add_weight will transcend the environment updating the carrying @@ -30,6 +30,7 @@ #include #include #include +#include #include #include @@ -38,7 +39,8 @@ static UUID uuid; const uint64 UUID_SKIP = 1<<19; -object *active_objects; /* List of active objects that need to be processed */ +objectvec objects; +activevec actives; short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 @@ -192,7 +194,6 @@ * 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 */ @@ -279,7 +280,7 @@ * be animated or have a very low speed. Is this an attempted monster * check? */ - if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) + if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) return 0; switch (ob1->type) @@ -300,14 +301,14 @@ return 0; } - //TODO: generate an event or call into perl for additional checks if (ob1->self || ob2->self) { ob1->optimise (); ob2->optimise (); if (ob1->self || ob2->self) - return 0; + if (!cfperl_can_merge (ob1, ob2)) + return 0; } /* Everything passes, must be OK. */ @@ -325,10 +326,11 @@ long sum; object *inv; - for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) + for (sum = 0, inv = op->inv; inv; inv = inv->below) { if (inv->inv) sum_weight (inv); + sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); } @@ -358,7 +360,6 @@ * Some error messages. * The result of the dump is stored in the static global errmsg array. */ - char * dump_object (object *op) { @@ -366,7 +367,7 @@ return strdup ("[NULLOBJ]"); object_freezer freezer; - save_object (freezer, op, 1); + op->write (freezer); return freezer.as_string (); } @@ -393,13 +394,12 @@ /* * Returns the object which has the count-variable equal to the argument. */ - object * find_object (tag_t i) { - for (object *op = object::first; op; op = op->next) - if (op->count == i) - return op; + for_all_objects (op) + if (op->count == i) + return op; return 0; } @@ -409,14 +409,13 @@ * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" */ - object * find_object_name (const char *str) { shstr_cmp str_ (str); object *op; - for (op = object::first; op != NULL; op = op->next) + for_all_objects (op) if (op->name == str_) break; @@ -452,13 +451,79 @@ 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; @@ -469,40 +534,24 @@ op->key_values = 0; } -/* - * 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) +object & +object::operator =(const object &src) { - bool is_freed = QUERY_FLAG (dst, FLAG_FREED); - bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); - - *(object_copy *)dst = *this; + bool is_freed = flag [FLAG_FREED]; + bool is_removed = flag [FLAG_REMOVED]; - if (is_freed) - SET_FLAG (dst, FLAG_FREED); + *(object_copy *)this = src; - if (is_removed) - SET_FLAG (dst, FLAG_REMOVED); - - if (speed < 0) - dst->speed_left = speed_left - RANDOM () % 200 / 100.0; + flag [FLAG_FREED] = is_freed; + flag [FLAG_REMOVED] = is_removed; /* Copy over key_values, if any. */ - if (key_values) + if (src.key_values) { key_value *tail = 0; - key_value *i; - - dst->key_values = 0; + key_values = 0; - for (i = key_values; i; i = i->next) + for (key_value *i = src.key_values; i; i = i->next) { key_value *new_link = new key_value; @@ -511,9 +560,9 @@ new_link->value = i->value; /* Try and be clever here, too. */ - if (!dst->key_values) + if (!key_values) { - dst->key_values = new_link; + key_values = new_link; tail = new_link; } else @@ -523,8 +572,44 @@ } } } +} + +/* + * 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; - update_ob_speed (dst); + if (speed < 0) + dst->speed_left = speed_left - rndm (); + + dst->set_speed (dst->speed); +} + +void +object::instantiate () +{ + if (!uuid.seq) // HACK + uuid = gen_uuid (); + + speed_left = -0.1f; + /* copy the body_info to the body_used - this is only really + * need for monsters, but doesn't hurt to do it for everything. + * by doing so, when a monster is created, it has good starting + * values for the body_used info, so when items are created + * for it, they can be properly equipped. + */ + for (int i = NUM_BODY_LOCATIONS; i--; ) + slot[i].used = slot[i].info; + + attachable::instantiate (); } object * @@ -540,12 +625,12 @@ * to the closest player being on the other side, this function can * be called to update the face variable, _and_ how it looks on the map. */ - void update_turn_face (object *op) { - if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) + if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) return; + SET_ANIMATION (op, op->direction); update_object (op, UP_OBJ_FACE); } @@ -556,92 +641,20 @@ * This function needs to be called whenever the speed of an object changes. */ void -update_ob_speed (object *op) +object::set_speed (float speed) { - extern int arch_init; - - /* No reason putting the archetypes objects on the speed list, - * since they never really need to be updated. - */ - if (QUERY_FLAG (op, FLAG_FREED) && op->speed) + if (flag [FLAG_FREED] && speed) { - LOG (llevError, "Object %s is freed but has speed.\n", &op->name); - op->speed = 0; + LOG (llevError, "Object %s is freed but has speed.\n", &name); + speed = 0; } - if (arch_init) - return; - - if (FABS (op->speed) > MIN_ACTIVE_SPEED) - { - /* If already on active list, don't do anything */ - if (op->active_next || op->active_prev || op == active_objects) - return; - - /* process_events() expects us to insert the object at the beginning - * of the list. */ - op->active_next = active_objects; - - if (op->active_next != NULL) - op->active_next->active_prev = op; - - active_objects = op; - } - else - { - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) - return; - - if (op->active_prev == NULL) - { - active_objects = op->active_next; - - if (op->active_next != NULL) - op->active_next->active_prev = NULL; - } - else - { - op->active_prev->active_next = op->active_next; - - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - - op->active_next = NULL; - op->active_prev = NULL; - } -} - -/* This function removes object 'op' from the list of active - * objects. - * This should only be used for style maps or other such - * reference maps where you don't want an object that isn't - * in play chewing up cpu time getting processed. - * The reverse of this is to call update_ob_speed, which - * will do the right thing based on the speed of the object. - */ -void -remove_from_active_list (object *op) -{ - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op != active_objects) - return; + this->speed = speed; - if (op->active_prev == NULL) - { - active_objects = op->active_next; - if (op->active_next != NULL) - op->active_next->active_prev = NULL; - } + if (has_active_speed ()) + activate (); else - { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - op->active_next = NULL; - op->active_prev = NULL; + deactivate (); } /* @@ -664,8 +677,6 @@ void update_object (object *op, int action) { - MoveType move_on, move_off, move_block, move_slow; - if (op == NULL) { /* this should never happen */ @@ -699,7 +710,7 @@ mapspace &m = op->ms (); - if (m.flags_ & P_NEED_UPDATE) + if (!(m.flags_ & P_UPTODATE)) /* nop */; else if (action == UP_OBJ_INSERT) { @@ -718,14 +729,14 @@ */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) - m.flags_ = P_NEED_UPDATE; + m.flags_ = 0; } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) - m.flags_ = P_NEED_UPDATE; + m.flags_ = 0; else if (action == UP_OBJ_FACE) /* Nothing to do for that case */ ; else @@ -735,9 +746,6 @@ update_object (op->more, action); } -object::vector object::objects; // not yet used -object *object::first; - object::object () { SET_FLAG (this, FLAG_REMOVED); @@ -748,109 +756,87 @@ object::~object () { + unlink (); + free_key_values (this); } +static int object_count; + void object::link () { - count = ++ob_count; + assert (!index);//D uuid = gen_uuid (); + count = ++object_count; - prev = 0; - next = object::first; - - if (object::first) - object::first->prev = this; - - object::first = this; + refcnt_inc (); + objects.insert (this); } void object::unlink () { - if (this == object::first) - object::first = next; - - /* Remove this object from the list of used objects */ - if (prev) prev->next = next; - if (next) next->prev = prev; + if (!index) + return; - prev = 0; - next = 0; + objects.erase (this); + refcnt_dec (); } -object *object::create () +void +object::activate () { - object *op = new object; - op->link (); - return op; + /* If already on active list, don't do anything */ + if (active) + return; + + if (has_active_speed ()) + actives.insert (this); } -/* - * free_object() frees everything allocated by an object, removes - * it from the list of used objects, and puts it on the list of - * free objects. The IS_FREED() flag is set in the object. - * The object must have been removed by remove_ob() first for - * this function to succeed. - * - * If destroy_inventory is set, free inventory as well. Else drop items in - * inventory to the ground. - */ void -object::do_destroy () +object::activate_recursive () { - attachable::do_destroy (); + activate (); - if (flag [FLAG_IS_LINKED]) - remove_button_link (this); - - if (flag [FLAG_FRIENDLY]) - remove_friendly_object (this); - - if (!flag [FLAG_REMOVED]) - remove (); + for (object *op = inv; op; op = op->below) + op->activate_recursive (); +} - if (flag [FLAG_FREED]) +/* 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; - 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->allocate (); - } - - map = freed_map; - x = 1; - y = 1; - } + actives.erase (this); +} - more = 0; - head = 0; - inv = 0; +void +object::deactivate_recursive () +{ + for (object *op = inv; op; op = op->below) + op->deactivate_recursive (); - // clear those pointers that likely might have circular references to us - owner = 0; - enemy = 0; - attacked_by = 0; - - // only relevant for players(?), but make sure of it anyways - contr = 0; - - /* Remove object from the active list */ - speed = 0; - update_ob_speed (this); + deactivate (); +} - unlink (); +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); + } } /* @@ -860,6 +846,11 @@ 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; @@ -867,7 +858,11 @@ * if some form of movement is allowed, let objects * drop on that space. */ - if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) + if (!drop_to_ground + || !map + || map->in_memory != MAP_IN_MEMORY + || map->nodrop + || ms ().move_block == MOVE_ALL) { while (inv) { @@ -885,34 +880,89 @@ || op->flag [FLAG_NO_DROP] || op->type == RUNE || op->type == TRAP - || op->flag [FLAG_IS_A_TEMPLATE]) + || op->flag [FLAG_IS_A_TEMPLATE] + || op->flag [FLAG_DESTROY_ON_DEATH]) op->destroy (); else - { - op->remove (); - op->x = x; - op->y = y; - insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ - } + map->insert (op, x, y); } } } +object *object::create () +{ + object *op = new object; + op->link (); + return op; +} + void -object::destroy (bool destroy_inventory) +object::do_destroy () { - if (destroyed ()) - return; + 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 (); + + 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) { - //TODO: non-head objects must not have inventory - more->destroy (destroy_inventory); + more->destroy (); more = 0; } + head = 0; + + // clear those pointers that likely might cause circular references + owner = 0; + enemy = 0; + attacked_by = 0; + current_weapon = 0; +} + +void +object::destroy (bool destroy_inventory) +{ + if (destroyed ()) + return; + if (destroy_inventory) - destroy_inv (true); + destroy_inv (false); + + play_sound (sound_die); attachable::destroy (); } @@ -940,10 +990,9 @@ * 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; @@ -975,12 +1024,12 @@ if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) otmp->update_stats (); - if (above != NULL) + if (above) above->below = below; else env->inv = below; - if (below != NULL) + if (below) below->above = above; /* we set up values so that it could be inserted into @@ -994,15 +1043,26 @@ } else if (map) { - /* Re did the following section of code - it looks like it had - * lots of logic for things we no longer care about - */ + 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 - map->at (x, y).top = below; /* we were top, set new top */ + ms.top = below; /* we were top, set new top */ /* Relink the object below us, if there is one */ if (below) @@ -1014,17 +1074,9 @@ * evident */ if (GET_MAP_OB (map, x, y) != 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); - } + 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 ()); - map->at (x, y).bot = above; /* goes on above it. */ + ms.bot = above; /* goes on above it. */ } above = 0; @@ -1035,7 +1087,7 @@ int check_walk_off = !flag [FLAG_NO_APPLY]; - for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) + for (tmp = ms.bot; tmp; tmp = tmp->above) { /* No point updating the players look faces if he is the object * being removed. @@ -1057,7 +1109,7 @@ tmp->contr->ns->floorbox_update (); } - /* See if player moving off should effect something */ + /* 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)) @@ -1068,17 +1120,13 @@ LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); } - /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ - - if (tmp->above == tmp) - tmp->above = 0; - last = tmp; } - /* last == NULL of there are no objects on this space */ + /* 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_ = P_NEED_UPDATE; + map->at (x, y).flags_ = 0; else update_object (last, UP_OBJ_REMOVE); @@ -1124,22 +1172,40 @@ 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) { - object *tmp; - - if (op->head) - op = op->head; - - for (tmp = op; tmp; tmp = tmp->more) + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { - tmp->x = x + tmp->arch->clone.x; - tmp->y = y + tmp->arch->clone.y; + tmp->x = x + tmp->arch->x; + tmp->y = y + tmp->arch->y; } return insert_ob_in_map (op, m, originator, flag); @@ -1168,27 +1234,23 @@ 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; - } + object *top, *floor = NULL; - if (m == NULL) - { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); - free (dump); - return op; - } + op->remove (); + +#if 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)) { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); + 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 @@ -1196,47 +1258,12 @@ */ abort (); #endif - free (dump); return op; } - if (!QUERY_FLAG (op, FLAG_REMOVED)) - { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); - free (dump); - return op; - } - - if (op->more) - { - /* The part may be on a different map. */ - - object *more = op->more; - - /* We really need the caller to normalize coordinates - if - * we set the map, that doesn't work if the location is within - * a map and this is straddling an edge. So only if coordinate - * is clear wrong do we normalize it. - */ - if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) - more->map = get_map_from_coord (m, &more->x, &more->y); - else if (!more->map) - { - /* For backwards compatibility - when not dealing with tiled maps, - * more->map should always point to the parent. - */ - more->map = m; - } - - if (insert_ob_in_map (more, more->map, originator, flag) == NULL) - { - if (!op->head) - LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - - return 0; - } - } + if (object *more = op->more) + if (!insert_ob_in_map (more, m, originator, flag)) + return 0; CLEAR_FLAG (op, FLAG_REMOVED); @@ -1244,14 +1271,16 @@ * 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 (!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 (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) if (object::can_merge (op, tmp)) { op->nrof += tmp->nrof; @@ -1278,17 +1307,19 @@ if (op->below) op->below->above = op; else - op->ms ().bot = op; + ms.bot = op; /* since *below* originator, no need to update top */ originator->below = op; } else { + top = ms.bot; + /* If there are other objects, then */ - if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) + if ((!(flag & INS_MAP_LOAD)) && top) { - object *last = NULL; + object *last = 0; /* * If there are multiple objects on this space, we do some trickier handling. @@ -1302,8 +1333,7 @@ * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ - - while (top != NULL) + for (top = ms.bot; top; top = top->above) { if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) floor = top; @@ -1316,7 +1346,6 @@ } last = top; - top = top->above; } /* Don't want top to be NULL, so set it to the last valid object */ @@ -1328,17 +1357,19 @@ */ /* Have object 'fall below' other objects that block view. - * Unless those objects are exits, type 66 + * Unless those objects are exits. * If INS_ON_TOP is used, don't do this processing * Need to find the object that in fact blocks view, otherwise * stacking is a bit odd. */ - if (!(flag & INS_ON_TOP) && - (get_map_flags (op->map, 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)) { 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 @@ -1348,9 +1379,8 @@ top = last->below; } } /* If objects on this space */ - if (flag & INS_MAP_LOAD) - top = GET_MAP_TOP (op->map, op->x, op->y); + top = ms.top; if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; @@ -1361,13 +1391,13 @@ /* First object on this space */ if (!top) { - op->above = GET_MAP_OB (op->map, op->x, op->y); + op->above = ms.bot; if (op->above) op->above->below = op; - op->below = NULL; - op->ms ().bot = op; + op->below = 0; + ms.bot = op; } else { /* get inserted into the stack above top */ @@ -1380,18 +1410,24 @@ top->above = op; } - if (op->above == NULL) - op->ms ().top = op; + if (!op->above) + ms.top = op; } /* else not INS_BELOW_ORIGINATOR */ if (op->type == PLAYER) - op->contr->do_los = 1; + { + op->contr->do_los = 1; + ++op->map->players; + op->map->touch (); + } + + op->map->dirty = true; /* If we have a floor, we know the player, if any, will be above * it, so save a few ticks and start from there. */ if (!(flag & INS_MAP_LOAD)) - if (object *pl = op->ms ().player ()) + if (object *pl = ms.player ()) if (pl->contr->ns) pl->contr->ns->floorbox_update (); @@ -1401,7 +1437,7 @@ * on the map will get recalculated. The players could very well * be far away from this change and not affected in any way - * this should get redone to only look for players within range, - * or just updating the P_NEED_UPDATE for spaces within this area + * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ if (op->map->darkness && (op->glow_radius != 0)) @@ -1422,7 +1458,7 @@ */ /* 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; @@ -1430,7 +1466,7 @@ /* 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; } @@ -1449,8 +1485,8 @@ /* first search for itself and remove any old instances */ - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) - if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ + for (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)); @@ -1460,6 +1496,12 @@ insert_ob_in_map (tmp1, op->map, op, 0); } +object * +object::insert_at (object *where, object *originator, int flags) +{ + return where->map->insert (this, where->x, where->y, originator, flags); +} + /* * get_split_ob(ob,nr) splits up ob into two parts. The part which * is returned contains nr objects, and the remaining parts contains @@ -1467,7 +1509,6 @@ * On failure, NULL is returned, and the reason put into the * global static errmsg array. */ - object * get_split_ob (object *orig_ob, uint32 nr) { @@ -1508,7 +1549,6 @@ * * Return value: 'op' if something is left, NULL if the amount reached 0 */ - object * decrease_ob_nr (object *op, uint32 i) { @@ -1593,7 +1633,6 @@ * add_weight(object, weight) adds the specified weight to an object, * and also updates how much the environment(s) is/are carrying. */ - void add_weight (object *op, signed long weight) { @@ -1618,9 +1657,9 @@ 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; } @@ -1635,7 +1674,6 @@ * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ - object * object::insert (object *op) { @@ -1741,7 +1779,6 @@ * object being inserted. insert_ob_in_map may not put new objects * on top. */ - int check_move_on (object *op, object *originator) { @@ -1778,7 +1815,7 @@ * Hence, we first go to the top: */ - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) + for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) { /* Trim the search when we find the first other spell effect * this helps performance so that if a space has 50 spell objects, @@ -1806,7 +1843,7 @@ { 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)) || @@ -1846,13 +1883,13 @@ object * present_arch (const archetype *at, maptile *m, int x, int y) { - if (m == NULL || out_of_map (m, x, y)) + if (!m || out_of_map (m, x, y)) { LOG (llevError, "Present_arch called outside map.\n"); return NULL; } - for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->arch == at) return tmp; @@ -1873,7 +1910,7 @@ return NULL; } - for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->type == type) return tmp; @@ -1963,19 +2000,6 @@ } /* - * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in - * all it's inventory (recursively). - * If checksums are used, a player will get set_cheat called for - * him/her-self and all object carried by a call to this function. - */ -void -set_cheat (object *op) -{ - SET_FLAG (op, FLAG_WAS_WIZ); - flag_inv (op, FLAG_WAS_WIZ); -} - -/* * find_free_spot(object, map, x, y, start, stop) will search for * a spot at the given map and coordinates which will be able to contain * the given object. start and stop specifies how many squares @@ -2023,7 +2047,7 @@ if (!index) return -1; - return altern[RANDOM () % index]; + return altern [rndm (index)]; } /* @@ -2054,7 +2078,7 @@ 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! @@ -2100,7 +2124,7 @@ MoveType blocked, move_type; - if (exclude && exclude->head) + if (exclude && exclude->head_ () != exclude) { exclude = exclude->head; move_type = exclude->move_type; @@ -2133,7 +2157,7 @@ { 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) @@ -2198,28 +2222,9 @@ } /* - * 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) { @@ -2357,17 +2362,15 @@ object * object_create_clone (object *asrc) { - object *dst = 0, *tmp, *src, *part, *prev, *item; + object *dst = 0, *tmp, *src, *prev, *item; if (!asrc) return 0; - src = asrc; - if (src->head) - src = src->head; + src = asrc->head_ (); prev = 0; - for (part = src; part; part = part->more) + for (object *part = src; part; part = part->more) { tmp = part->clone (); tmp->x -= src->x; @@ -2395,44 +2398,6 @@ 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. @@ -2496,7 +2461,6 @@ return 0; } - /* * Updates the canonical_key in op to value. * @@ -2529,7 +2493,7 @@ * it, we save the empty value so that when we load, * we get this value back again. */ - if (get_ob_key_link (&op->arch->clone, canonical_key)) + if (get_ob_key_link (op->arch, canonical_key)) field->value = 0; else { @@ -2608,24 +2572,54 @@ item = item->env; } -// return a suitable string describing an objetc in enough detail to find it +const char * +object::flag_desc (char *desc, int len) const +{ + char *p = desc; + bool first = true; + + *p = 0; + + for (int i = 0; i < NUM_FLAGS; i++) + { + if (len <= 10) // magic constant! + { + snprintf (p, len, ",..."); + break; + } + + if (flag [i]) + { + int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); + len -= cnt; + p += cnt; + first = false; + } + } + + return desc; +} + +// return a suitable string describing an object in enough detail to find it const char * object::debug_desc (char *info) const { - char info2[256 * 3]; + char flagdesc[512]; + char info2[256 * 4]; char *p = info; - p += snprintf (p, 256, "%d=\"%s%s%s\"", - count, + p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", + count, uuid.seq, &name, - title ? " " : "", - title ? (const char *)title : ""); + 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); + p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); return info; } @@ -2633,7 +2627,108 @@ const char * object::debug_desc () const { - static char info[256 * 3]; - return debug_desc (info); + static char info[3][256 * 4]; + static int info_idx; + + return debug_desc (info [++info_idx % 3]); +} + +struct region * +object::region () const +{ + return map ? map->region (x, y) + : region::default_region (); +} + +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)); + } + + 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); }