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Comparing deliantra/server/common/object.C (file contents):
Revision 1.90 by root, Tue Dec 26 10:14:24 2006 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short 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, 45short 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short 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, 48short 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,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
316 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
317/* 324/*
318 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
320 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
321 */ 328 */
356/* 363/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 365 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
360 */ 367 */
361
362char * 368char *
363dump_object (object *op) 369dump_object (object *op)
364{ 370{
365 if (!op) 371 if (!op)
366 return strdup ("[NULLOBJ]"); 372 return strdup ("[NULLOBJ]");
367 373
368 object_freezer freezer; 374 object_freezer freezer;
369 save_object (freezer, op, 1); 375 op->write (freezer);
370 return freezer.as_string (); 376 return freezer.as_string ();
371} 377}
372 378
373/* 379/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
391} 397}
392 398
393/* 399/*
394 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
395 */ 401 */
396
397object * 402object *
398find_object (tag_t i) 403find_object (tag_t i)
399{ 404{
400 for (object *op = object::first; op; op = op->next) 405 for_all_objects (op)
401 if (op->count == i) 406 if (op->count == i)
402 return op; 407 return op;
403 408
404 return 0; 409 return 0;
405} 410}
406 411
407/* 412/*
408 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
411 */ 416 */
412
413object * 417object *
414find_object_name (const char *str) 418find_object_name (const char *str)
415{ 419{
416 shstr_cmp str_ (str); 420 shstr_cmp str_ (str);
417 object *op; 421 object *op;
418 422
419 for (op = object::first; op != NULL; op = op->next) 423 for_all_objects (op)
420 if (op->name == str_) 424 if (op->name == str_)
421 break; 425 break;
422 426
423 return op; 427 return op;
424} 428}
456 * refcounts and freeing the links. 460 * refcounts and freeing the links.
457 */ 461 */
458static void 462static void
459free_key_values (object *op) 463free_key_values (object *op)
460{ 464{
461 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
462 { 466 {
463 key_value *next = i->next; 467 key_value *next = i->next;
464 delete i; 468 delete i;
465 469
466 i = next; 470 i = next;
467 } 471 }
468 472
469 op->key_values = 0; 473 op->key_values = 0;
470} 474}
471 475
472/* 476object &
473 * copy_to first frees everything allocated by the dst object, 477object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 478{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 479 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 480 bool is_removed = flag [FLAG_REMOVED];
485 481
486 *(object_copy *)dst = *this; 482 *(object_copy *)this = src;
487 483
488 if (is_freed) 484 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 485 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 486
497 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
498 if (key_values) 488 if (src.key_values)
499 { 489 {
500 key_value *tail = 0; 490 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 491 key_values = 0;
504 492
505 for (i = key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
506 { 494 {
507 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
508 496
509 new_link->next = 0; 497 new_link->next = 0;
510 new_link->key = i->key; 498 new_link->key = i->key;
511 new_link->value = i->value; 499 new_link->value = i->value;
512 500
513 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
514 if (!dst->key_values) 502 if (!key_values)
515 { 503 {
516 dst->key_values = new_link; 504 key_values = new_link;
517 tail = new_link; 505 tail = new_link;
518 } 506 }
519 else 507 else
520 { 508 {
521 tail->next = new_link; 509 tail->next = new_link;
522 tail = new_link; 510 tail = new_link;
523 } 511 }
524 } 512 }
525 } 513 }
514}
515
516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
526 531
527 dst->set_speed (dst->speed); 532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
528} 551}
529 552
530object * 553object *
531object::clone () 554object::clone ()
532{ 555{
538/* 561/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 562 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 563 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 564 * be called to update the face variable, _and_ how it looks on the map.
542 */ 565 */
543
544void 566void
545update_turn_face (object *op) 567update_turn_face (object *op)
546{ 568{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 569 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 570 return;
571
549 SET_ANIMATION (op, op->direction); 572 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 573 update_object (op, UP_OBJ_FACE);
551} 574}
552 575
553/* 576/*
556 * This function needs to be called whenever the speed of an object changes. 579 * This function needs to be called whenever the speed of an object changes.
557 */ 580 */
558void 581void
559object::set_speed (float speed) 582object::set_speed (float speed)
560{ 583{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 584 if (flag [FLAG_FREED] && speed)
567 { 585 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 587 speed = 0;
570 } 588 }
571 589
572 this->speed = speed; 590 this->speed = speed;
573 591
574 if (arch_init) 592 if (has_active_speed ())
575 return; 593 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 594 else
593 { 595 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 596}
648 597
649/* 598/*
650 * update_object() updates the the map. 599 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 600 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
665 */ 614 */
666void 615void
667update_object (object *op, int action) 616update_object (object *op, int action)
668{ 617{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 618 if (op == NULL)
672 { 619 {
673 /* this should never happen */ 620 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 622 return;
699 return; 646 return;
700 } 647 }
701 648
702 mapspace &m = op->ms (); 649 mapspace &m = op->ms ();
703 650
704 if (m.flags_ & P_NEED_UPDATE) 651 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 652 /* nop */;
706 else if (action == UP_OBJ_INSERT) 653 else if (action == UP_OBJ_INSERT)
707 { 654 {
708 // this is likely overkill, TODO: revisit (schmorp) 655 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 656 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 665 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 666 * to have move_allow right now.
720 */ 667 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 668 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 670 m.flags_ = 0;
724 } 671 }
725 /* if the object is being removed, we can't make intelligent 672 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 673 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 674 * that is being removed.
728 */ 675 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 677 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 678 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 679 /* Nothing to do for that case */ ;
733 else 680 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 681 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 682
736 if (op->more) 683 if (op->more)
737 update_object (op->more, action); 684 update_object (op->more, action);
738} 685}
739 686
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 687object::object ()
744{ 688{
745 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
746 690
747 expmul = 1.0; 691 expmul = 1.0;
748 face = blank_face; 692 face = blank_face;
749} 693}
750 694
751object::~object () 695object::~object ()
752{ 696{
697 unlink ();
698
753 free_key_values (this); 699 free_key_values (this);
754} 700}
755 701
702static int object_count;
703
756void object::link () 704void object::link ()
757{ 705{
758 count = ++ob_count; 706 assert (!index);//D
759 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
760 709
761 prev = 0; 710 refcnt_inc ();
762 next = object::first; 711 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 712}
769 713
770void object::unlink () 714void object::unlink ()
771{ 715{
772 if (this == object::first) 716 if (!index)
773 object::first = next; 717 return;
774 718
775 /* Remove this object from the list of used objects */ 719 objects.erase (this);
776 if (prev) prev->next = next; 720 refcnt_dec ();
777 if (next) next->prev = prev; 721}
778 722
779 prev = 0; 723void
780 next = 0; 724object::activate ()
725{
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
730 if (has_active_speed ())
731 actives.insert (this);
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active)
756 return;
757
758 actives.erase (this);
759}
760
761void
762object::deactivate_recursive ()
763{
764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
781} 778}
782 779
783/* 780/*
784 * Remove and free all objects in the inventory of the given object. 781 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 782 * object.c ?
786 */ 783 */
787void 784void
788object::destroy_inv (bool drop_to_ground) 785object::destroy_inv (bool drop_to_ground)
789{ 786{
787 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory,
791 // cf will crash below with off-map x and y
792 if (!inv)
793 return;
794
790 /* Only if the space blocks everything do we not process - 795 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 796 * if some form of movement is allowed, let objects
792 * drop on that space. 797 * drop on that space.
793 */ 798 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 799 if (!drop_to_ground
800 || !map
801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
803 || ms ().move_block == MOVE_ALL)
795 { 804 {
796 while (inv) 805 while (inv)
806 {
807 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 808 inv->destroy ();
809 }
798 } 810 }
799 else 811 else
800 { /* Put objects in inventory onto this space */ 812 { /* Put objects in inventory onto this space */
801 while (inv) 813 while (inv)
802 { 814 {
804 816
805 if (op->flag [FLAG_STARTEQUIP] 817 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 818 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 819 || op->type == RUNE
808 || op->type == TRAP 820 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 823 op->destroy ();
811 else 824 else
812 { 825 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 826 }
819 } 827 }
820} 828}
821 829
822object *object::create () 830object *object::create ()
827} 835}
828 836
829void 837void
830object::do_destroy () 838object::do_destroy ()
831{ 839{
840 attachable::do_destroy ();
841
832 if (flag [FLAG_IS_LINKED]) 842 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this); 843 remove_button_link (this);
834 844
835 if (flag [FLAG_FRIENDLY]) 845 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this); 846 remove_friendly_object (this);
837 847
838 if (!flag [FLAG_REMOVED]) 848 if (!flag [FLAG_REMOVED])
839 remove (); 849 remove ();
840 850
841 if (flag [FLAG_FREED]) 851 destroy_inv (true);
842 return; 852
853 deactivate ();
854 unlink ();
843 855
844 flag [FLAG_FREED] = 1; 856 flag [FLAG_FREED] = 1;
845
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851 857
852 // hack to ensure that freed objects still have a valid map 858 // hack to ensure that freed objects still have a valid map
853 { 859 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 860 static maptile *freed_map; // freed objects are moved here to avoid crashes
855 861
859 865
860 freed_map->name = "/internal/freed_objects_map"; 866 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 867 freed_map->width = 3;
862 freed_map->height = 3; 868 freed_map->height = 3;
863 869
864 freed_map->allocate (); 870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
865 } 872 }
866 873
867 map = freed_map; 874 map = freed_map;
868 x = 1; 875 x = 1;
869 y = 1; 876 y = 1;
879 886
880 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
881 owner = 0; 888 owner = 0;
882 enemy = 0; 889 enemy = 0;
883 attacked_by = 0; 890 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 891}
888 892
889void 893void
890object::destroy (bool destroy_inventory) 894object::destroy (bool destroy_inventory)
891{ 895{
919 * This function removes the object op from the linked list of objects 923 * This function removes the object op from the linked list of objects
920 * which it is currently tied to. When this function is done, the 924 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
923 * the previous environment. 927 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 928 */
926void 929void
927object::remove () 930object::do_remove ()
928{ 931{
929 object *tmp, *last = 0; 932 object *tmp, *last = 0;
930 object *otmp; 933 object *otmp;
931 934
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
954 * to save cpu time. 957 * to save cpu time.
955 */ 958 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 960 otmp->update_stats ();
958 961
959 if (above != NULL) 962 if (above)
960 above->below = below; 963 above->below = below;
961 else 964 else
962 env->inv = below; 965 env->inv = below;
963 966
964 if (below != NULL) 967 if (below)
965 below->above = above; 968 below->above = above;
966 969
967 /* we set up values so that it could be inserted into 970 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 971 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 972 * to the caller to decide what we want to do.
973 above = 0, below = 0; 976 above = 0, below = 0;
974 env = 0; 977 env = 0;
975 } 978 }
976 else if (map) 979 else if (map)
977 { 980 {
978 /* Re did the following section of code - it looks like it had 981 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
981 995
982 /* link the object above us */ 996 /* link the object above us */
983 if (above) 997 if (above)
984 above->below = below; 998 above->below = below;
985 else 999 else
986 map->at (x, y).top = below; /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
987 1001
988 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
989 if (below) 1003 if (below)
990 below->above = above; 1004 below->above = above;
991 else 1005 else
993 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
995 * evident 1009 * evident
996 */ 1010 */
997 if (GET_MAP_OB (map, x, y) != this) 1011 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "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); 1012 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 ());
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007 1013
1008 map->at (x, y).bot = above; /* goes on above it. */ 1014 ms.bot = above; /* goes on above it. */
1009 } 1015 }
1010 1016
1011 above = 0; 1017 above = 0;
1012 below = 0; 1018 below = 0;
1013 1019
1014 if (map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
1015 return; 1021 return;
1016 1022
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1024
1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1026 {
1021 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1022 * being removed. 1028 * being removed.
1023 */ 1029 */
1024 1030
1036 1042
1037 if (tmp->contr->ns) 1043 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1044 tmp->contr->ns->floorbox_update ();
1039 } 1045 }
1040 1046
1041 /* See if player moving off should effect something */ 1047 /* See if object moving off should effect something */
1042 if (check_walk_off 1048 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1049 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1051 {
1046 move_apply (tmp, this, 0); 1052 move_apply (tmp, this, 0);
1047 1053
1048 if (destroyed ()) 1054 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1051 } 1056 }
1052 1057
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054 1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 if (tmp->above == tmp) 1060 if (tmp->above == tmp)
1056 tmp->above = 0; 1061 tmp->above = 0;
1057 1062
1058 last = tmp; 1063 last = tmp;
1059 } 1064 }
1060 1065
1061 /* last == NULL of there are no objects on this space */ 1066 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object?
1062 if (!last) 1068 if (!last)
1063 map->at (x, y).flags_ = P_NEED_UPDATE; 1069 map->at (x, y).flags_ = 0;
1064 else 1070 else
1065 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1066 1072
1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1068 update_all_los (map, x, y); 1074 update_all_los (map, x, y);
1104 } 1110 }
1105 1111
1106 return 0; 1112 return 0;
1107} 1113}
1108 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1109/* 1138/*
1110 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1111 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1112 */ 1141 */
1113object * 1142object *
1114insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1115{ 1144{
1116 object *tmp;
1117
1118 if (op->head)
1119 op = op->head;
1120
1121 for (tmp = op; tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1122 { 1146 {
1123 tmp->x = x + tmp->arch->clone.x; 1147 tmp->x = x + tmp->arch->clone.x;
1124 tmp->y = y + tmp->arch->clone.y; 1148 tmp->y = y + tmp->arch->clone.y;
1125 } 1149 }
1126 1150
1148 * just 'op' otherwise 1172 * just 'op' otherwise
1149 */ 1173 */
1150object * 1174object *
1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1152{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1153 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1154 sint16 x, y;
1155 1180
1156 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1157 {
1158 LOG (llevError, "Trying to insert freed object!\n");
1159 return NULL;
1160 }
1161 1182
1162 if (m == NULL) 1183#if 0
1163 { 1184 if (!m->active != !op->active)
1164 char *dump = dump_object (op); 1185 if (m->active)
1165 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 op->activate_recursive ();
1166 free (dump); 1187 else
1167 return op; 1188 op->deactivate_recursive ();
1168 } 1189#endif
1169 1190
1170 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1171 { 1192 {
1172 char *dump = dump_object (op);
1173 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1174#ifdef MANY_CORES 1194#ifdef MANY_CORES
1175 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1176 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1177 * improperly inserted. 1197 * improperly inserted.
1178 */ 1198 */
1179 abort (); 1199 abort ();
1180#endif 1200#endif
1181 free (dump);
1182 return op; 1201 return op;
1183 } 1202 }
1184 1203
1185 if (!QUERY_FLAG (op, FLAG_REMOVED))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (op->more)
1194 {
1195 /* The part may be on a different map. */
1196
1197 object *more = op->more; 1204 if (object *more = op->more)
1198 1205 {
1199 /* We really need the caller to normalize coordinates - if
1200 * we set the map, that doesn't work if the location is within
1201 * a map and this is straddling an edge. So only if coordinate
1202 * is clear wrong do we normalize it.
1203 */
1204 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1205 more->map = get_map_from_coord (m, &more->x, &more->y);
1206 else if (!more->map)
1207 {
1208 /* For backwards compatibility - when not dealing with tiled maps,
1209 * more->map should always point to the parent.
1210 */
1211 more->map = m;
1212 }
1213
1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1215 { 1207 {
1216 if (!op->head) 1208 if (!op->head)
1217 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1218 1210
1219 return 0; 1211 return 0;
1224 1216
1225 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* Ideally, the caller figures this out. However, it complicates a lot
1226 * of areas of callers (eg, anything that uses find_free_spot would now 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1227 * need extra work 1219 * need extra work
1228 */ 1220 */
1229 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1230 x = op->x; 1222 return 0;
1231 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1232 1226
1233 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1234 */ 1228 */
1235 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1236 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1237 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1238 { 1232 {
1239 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1240 tmp->destroy (); 1234 tmp->destroy ();
1241 } 1235 }
1258 op->below = originator->below; 1252 op->below = originator->below;
1259 1253
1260 if (op->below) 1254 if (op->below)
1261 op->below->above = op; 1255 op->below->above = op;
1262 else 1256 else
1263 op->ms ().bot = op; 1257 ms.bot = op;
1264 1258
1265 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1266 originator->below = op; 1260 originator->below = op;
1267 } 1261 }
1268 else 1262 else
1269 { 1263 {
1264 top = ms.bot;
1265
1270 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1271 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1272 { 1268 {
1273 object *last = NULL; 1269 object *last = 0;
1274 1270
1275 /* 1271 /*
1276 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1277 * We've already dealt with merging if appropriate. 1273 * We've already dealt with merging if appropriate.
1278 * Generally, we want to put the new object on top. But if 1274 * Generally, we want to put the new object on top. But if
1282 * once we get to them. This reduces the need to traverse over all of 1278 * once we get to them. This reduces the need to traverse over all of
1283 * them when adding another one - this saves quite a bit of cpu time 1279 * them when adding another one - this saves quite a bit of cpu time
1284 * when lots of spells are cast in one area. Currently, it is presumed 1280 * when lots of spells are cast in one area. Currently, it is presumed
1285 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1286 */ 1282 */
1287 1283 for (top = ms.bot; top; top = top->above)
1288 while (top != NULL)
1289 { 1284 {
1290 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1291 floor = top; 1286 floor = top;
1292 1287
1293 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1296 top = top->below; 1291 top = top->below;
1297 break; 1292 break;
1298 } 1293 }
1299 1294
1300 last = top; 1295 last = top;
1301 top = top->above;
1302 } 1296 }
1303 1297
1304 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1305 top = last; 1299 top = last;
1306 1300
1308 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1309 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1310 */ 1304 */
1311 1305
1312 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1313 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1314 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1315 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1316 * stacking is a bit odd. 1310 * stacking is a bit odd.
1317 */ 1311 */
1318 if (!(flag & INS_ON_TOP) && 1312 if (!(flag & INS_ON_TOP)
1319 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1320 { 1315 {
1321 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1323 break; 1318 break;
1319
1324 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1325 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1326 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1327 * set top to the object below us. 1323 * set top to the object below us.
1328 */ 1324 */
1330 top = last->below; 1326 top = last->below;
1331 } 1327 }
1332 } /* If objects on this space */ 1328 } /* If objects on this space */
1333 1329
1334 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1335 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1336 1332
1337 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1338 top = floor; 1334 top = floor;
1339 1335
1340 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1341 */ 1337 */
1342 1338
1343 /* First object on this space */ 1339 /* First object on this space */
1344 if (!top) 1340 if (!top)
1345 { 1341 {
1346 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1347 1343
1348 if (op->above) 1344 if (op->above)
1349 op->above->below = op; 1345 op->above->below = op;
1350 1346
1351 op->below = NULL; 1347 op->below = 0;
1352 op->ms ().bot = op; 1348 ms.bot = op;
1353 } 1349 }
1354 else 1350 else
1355 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1356 op->above = top->above; 1352 op->above = top->above;
1357 1353
1360 1356
1361 op->below = top; 1357 op->below = top;
1362 top->above = op; 1358 top->above = op;
1363 } 1359 }
1364 1360
1365 if (op->above == NULL) 1361 if (!op->above)
1366 op->ms ().top = op; 1362 ms.top = op;
1367 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1368 1364
1369 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1366 {
1370 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1368 ++op->map->players;
1369 op->map->touch ();
1370 }
1371
1372 op->map->dirty = true;
1371 1373
1372 /* If we have a floor, we know the player, if any, will be above 1374 /* If we have a floor, we know the player, if any, will be above
1373 * it, so save a few ticks and start from there. 1375 * it, so save a few ticks and start from there.
1374 */ 1376 */
1375 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1376 if (object *pl = op->ms ().player ()) 1378 if (object *pl = ms.player ())
1377 if (pl->contr->ns) 1379 if (pl->contr->ns)
1378 pl->contr->ns->floorbox_update (); 1380 pl->contr->ns->floorbox_update ();
1379 1381
1380 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1381 * visible to others on this map. But update_all_los is really 1383 * visible to others on this map. But update_all_los is really
1382 * an inefficient way to do this, as it means los for all players 1384 * an inefficient way to do this, as it means los for all players
1383 * on the map will get recalculated. The players could very well 1385 * on the map will get recalculated. The players could very well
1384 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1385 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1386 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1387 * of effect may be sufficient. 1389 * of effect may be sufficient.
1388 */ 1390 */
1389 if (op->map->darkness && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1390 update_all_los (op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1391 1393
1429{ 1431{
1430 object *tmp, *tmp1; 1432 object *tmp, *tmp1;
1431 1433
1432 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1433 1435
1434 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1436 tmp->destroy (); 1438 tmp->destroy ();
1437 1439
1438 tmp1 = arch_to_object (archetype::find (arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1439 1441
1440 tmp1->x = op->x; 1442 tmp1->x = op->x;
1441 tmp1->y = op->y; 1443 tmp1->y = op->y;
1442 insert_ob_in_map (tmp1, op->map, op, 0); 1444 insert_ob_in_map (tmp1, op->map, op, 0);
1445}
1446
1447object *
1448object::insert_at (object *where, object *originator, int flags)
1449{
1450 return where->map->insert (this, where->x, where->y, originator, flags);
1443} 1451}
1444 1452
1445/* 1453/*
1446 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1447 * is returned contains nr objects, and the remaining parts contains 1455 * is returned contains nr objects, and the remaining parts contains
1448 * the rest (or is removed and freed if that number is 0). 1456 * the rest (or is removed and freed if that number is 0).
1449 * On failure, NULL is returned, and the reason put into the 1457 * On failure, NULL is returned, and the reason put into the
1450 * global static errmsg array. 1458 * global static errmsg array.
1451 */ 1459 */
1452
1453object * 1460object *
1454get_split_ob (object *orig_ob, uint32 nr) 1461get_split_ob (object *orig_ob, uint32 nr)
1455{ 1462{
1456 object *newob; 1463 object *newob;
1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1489 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1490 * 1497 *
1491 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1492 */ 1499 */
1493
1494object * 1500object *
1495decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1496{ 1502{
1497 object *tmp; 1503 object *tmp;
1498 1504
1573 1579
1574/* 1580/*
1575 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1576 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1577 */ 1583 */
1578
1579void 1584void
1580add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1581{ 1586{
1582 while (op != NULL) 1587 while (op != NULL)
1583 { 1588 {
1615 * inside the object environment. 1620 * inside the object environment.
1616 * 1621 *
1617 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1618 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1619 */ 1624 */
1620
1621object * 1625object *
1622object::insert (object *op) 1626object::insert (object *op)
1623{ 1627{
1624 object *tmp, *otmp; 1628 object *tmp, *otmp;
1625 1629
1721 * 1725 *
1722 * MSW 2001-07-08: Check all objects on space, not just those below 1726 * MSW 2001-07-08: Check all objects on space, not just those below
1723 * object being inserted. insert_ob_in_map may not put new objects 1727 * object being inserted. insert_ob_in_map may not put new objects
1724 * on top. 1728 * on top.
1725 */ 1729 */
1726
1727int 1730int
1728check_move_on (object *op, object *originator) 1731check_move_on (object *op, object *originator)
1729{ 1732{
1730 object *tmp; 1733 object *tmp;
1731 maptile *m = op->map; 1734 maptile *m = op->map;
1758 1761
1759 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1761 */ 1764 */
1762 1765
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1767 {
1765 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1770 * we don't need to check all of them.
1768 */ 1771 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1791 {
1789 1792
1790 float 1793 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1795
1793 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1799 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1827 */ 1830 */
1828object * 1831object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1833{
1831 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
1832 { 1835 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1837 return NULL;
1835 } 1838 }
1836 1839
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1841 if (tmp->arch == at)
1839 return tmp; 1842 return tmp;
1840 1843
1841 return NULL; 1844 return NULL;
1842} 1845}
1853 { 1856 {
1854 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1858 return NULL;
1856 } 1859 }
1857 1860
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1862 if (tmp->type == type)
1860 return tmp; 1863 return tmp;
1861 1864
1862 return NULL; 1865 return NULL;
1863} 1866}
2003 } 2006 }
2004 2007
2005 if (!index) 2008 if (!index)
2006 return -1; 2009 return -1;
2007 2010
2008 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2009} 2012}
2010 2013
2011/* 2014/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2034{ 2037{
2035 arr += begin; 2038 arr += begin;
2036 end -= begin; 2039 end -= begin;
2037 2040
2038 while (--end) 2041 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2042 swap (arr [end], arr [rndm (end + 1)]);
2040} 2043}
2041 2044
2042/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2046 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2047 * the spaces to find monsters. In this way, it won't always look for
2178 2181
2179 return 3; 2182 return 3;
2180} 2183}
2181 2184
2182/* 2185/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2188 */
2204
2205int 2189int
2206dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2207{ 2191{
2208 int d; 2192 int d;
2209 2193
2375 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2376 2360
2377 return dst; 2361 return dst;
2378} 2362}
2379 2363
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2365 * has the same type and subtype match.
2420 * returns NULL if no match. 2366 * returns NULL if no match.
2421 */ 2367 */
2422object * 2368object *
2475 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2476 return link->value; 2422 return link->value;
2477 2423
2478 return 0; 2424 return 0;
2479} 2425}
2480
2481 2426
2482/* 2427/*
2483 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2484 * 2429 *
2485 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2588 } 2533 }
2589 else 2534 else
2590 item = item->env; 2535 item = item->env;
2591} 2536}
2592 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2593// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2594const char * 2568const char *
2595object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2596{ 2570{
2571 char flagdesc[512];
2597 char info2[256 * 3]; 2572 char info2[256 * 4];
2598 char *p = info; 2573 char *p = info;
2599 2574
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2601 count, 2576 count, uuid.seq,
2602 &name, 2577 &name,
2603 title ? " " : "", 2578 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2605 2581
2606 if (env) 2582 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2584
2609 if (map) 2585 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2587
2612 return info; 2588 return info;
2613} 2589}
2614 2590
2615const char * 2591const char *
2616object::debug_desc () const 2592object::debug_desc () const
2617{ 2593{
2618 static char info[256 * 3]; 2594 static char info[256 * 4];
2619 return debug_desc (info); 2595 return debug_desc (info);
2620} 2596}
2621 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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