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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.152 by root, Thu May 17 14:14:54 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>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short 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 47 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}; 48};
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, 49short 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,
276 279
277 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
279 * check? 282 * check?
280 */ 283 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 285 return 0;
283 286
284 switch (ob1->type) 287 switch (ob1->type)
285 { 288 {
286 case SCROLL: 289 case SCROLL:
322sum_weight (object *op) 325sum_weight (object *op)
323{ 326{
324 long sum; 327 long sum;
325 object *inv; 328 object *inv;
326 329
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 331 {
329 if (inv->inv) 332 if (inv->inv)
330 sum_weight (inv); 333 sum_weight (inv);
334
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 336 }
333 337
334 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 359/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 361 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
359 */ 363 */
360
361char * 364char *
362dump_object (object *op) 365dump_object (object *op)
363{ 366{
364 if (!op) 367 if (!op)
365 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
366 369
367 object_freezer freezer; 370 object_freezer freezer;
368 save_object (freezer, op, 1); 371 op->write (freezer);
369 return freezer.as_string (); 372 return freezer.as_string ();
370} 373}
371 374
372/* 375/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
390} 393}
391 394
392/* 395/*
393 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
394 */ 397 */
395
396object * 398object *
397find_object (tag_t i) 399find_object (tag_t i)
398{ 400{
399 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
400 if (op->count == i) 402 if (op->count == i)
401 return op; 403 return op;
402 404
403 return 0; 405 return 0;
404} 406}
405 407
406/* 408/*
407 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
410 */ 412 */
411
412object * 413object *
413find_object_name (const char *str) 414find_object_name (const char *str)
414{ 415{
415 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
416 object *op; 417 object *op;
417 418
418 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
419 if (op->name == str_) 420 if (op->name == str_)
420 break; 421 break;
421 422
422 return op; 423 return op;
423} 424}
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
563 speed = 0; 649 speed = 0;
564 } 650 }
565 651
566 this->speed = speed; 652 this->speed = speed;
567 653
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 654 if (has_active_speed ())
569 { 655 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 656 else
584 { 657 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 658}
608 659
609/* 660/*
610 * update_object() updates the the map. 661 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
625 */ 676 */
626void 677void
627update_object (object *op, int action) 678update_object (object *op, int action)
628{ 679{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 680 if (op == NULL)
632 { 681 {
633 /* this should never happen */ 682 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 684 return;
659 return; 708 return;
660 } 709 }
661 710
662 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
663 712
664 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 714 /* nop */;
666 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
667 { 716 {
668 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 728 * to have move_allow right now.
680 */ 729 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
684 } 733 }
685 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 736 * that is being removed.
688 */ 737 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
693 else 742 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 744
696 if (op->more) 745 if (op->more)
697 update_object (op->more, action); 746 update_object (op->more, action);
698} 747}
699 748
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 749object::object ()
704{ 750{
705 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
706 752
707 expmul = 1.0; 753 expmul = 1.0;
708 face = blank_face; 754 face = blank_face;
709} 755}
710 756
711object::~object () 757object::~object ()
712{ 758{
759 unlink ();
760
713 free_key_values (this); 761 free_key_values (this);
714} 762}
715 763
764static int object_count;
765
716void object::link () 766void object::link ()
717{ 767{
718 count = ++ob_count; 768 assert (!index);//D
719 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
720 771
721 prev = 0; 772 refcnt_inc ();
722 next = object::first; 773 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 774}
729 775
730void object::unlink () 776void object::unlink ()
731{ 777{
732 if (this == object::first) 778 if (!index)
733 object::first = next; 779 return;
734 780
735 /* Remove this object from the list of used objects */ 781 objects.erase (this);
736 if (prev) prev->next = next; 782 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 783}
742 784
743void 785void
786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
744object::activate (bool recursive) 797object::activate_recursive ()
745{ 798{
746 // uh, hack 799 activate ();
747 set_speed (speed);
748 800
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 801 for (object *op = inv; op; op = op->below)
751 op->activate (1); 802 op->activate_recursive ();
752} 803}
753 804
754/* This function removes object 'op' from the list of active 805/* This function removes object 'op' from the list of active
755 * objects. 806 * objects.
756 * This should only be used for style maps or other such 807 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 809 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 810 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 811 * will do the right thing based on the speed of the object.
761 */ 812 */
762void 813void
763object::deactivate (bool recursive) 814object::deactivate ()
764{ 815{
765 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 817 if (!active)
767 return; 818 return;
768 819
769 if (active_prev == 0) 820 actives.erase (this);
770 { 821}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 822
782 active_next = 0; 823void
783 active_prev = 0; 824object::deactivate_recursive ()
784 825{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
787 op->deactivate (1); 829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
788} 840}
789 841
790/* 842/*
791 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 844 * object.c ?
807 * drop on that space. 859 * drop on that space.
808 */ 860 */
809 if (!drop_to_ground 861 if (!drop_to_ground
810 || !map 862 || !map
811 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
813 { 866 {
814 while (inv) 867 while (inv)
815 { 868 {
816 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
825 878
826 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 881 || op->type == RUNE
829 || op->type == TRAP 882 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 885 op->destroy ();
832 else 886 else
833 map->insert (op, x, y); 887 map->insert (op, x, y);
834 } 888 }
835 } 889 }
843} 897}
844 898
845void 899void
846object::do_destroy () 900object::do_destroy ()
847{ 901{
902 attachable::do_destroy ();
903
848 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 905 remove_button_link (this);
850 906
851 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 908 remove_friendly_object (this);
853 909
854 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
855 remove (); 911 remove ();
856 912
857 if (flag [FLAG_FREED]) 913 destroy_inv (true);
858 return;
859 914
860 set_speed (0); 915 deactivate ();
916 unlink ();
861 917
862 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 919
869 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
870 { 921 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 923
877 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 929 freed_map->width = 3;
879 freed_map->height = 3; 930 freed_map->height = 3;
880 931
881 freed_map->alloc (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
882 } 934 }
883 935
884 map = freed_map; 936 map = freed_map;
885 x = 1; 937 x = 1;
886 y = 1; 938 y = 1;
896 948
897 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might have circular references to us
898 owner = 0; 950 owner = 0;
899 enemy = 0; 951 enemy = 0;
900 attacked_by = 0; 952 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 953}
905 954
906void 955void
907object::destroy (bool destroy_inventory) 956object::destroy (bool destroy_inventory)
908{ 957{
936 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
940 * the previous environment. 989 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 990 */
943void 991void
944object::remove () 992object::do_remove ()
945{ 993{
946 object *tmp, *last = 0; 994 object *tmp, *last = 0;
947 object *otmp; 995 object *otmp;
948 996
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 1040 }
993 else if (map) 1041 else if (map)
994 { 1042 {
995 if (type == PLAYER) 1043 if (type == PLAYER)
996 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
997 --map->players; 1051 --map->players;
998 map->last_access = runtime; 1052 map->touch ();
999 } 1053 }
1000 1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1001 1057
1002 /* link the object above us */ 1058 /* link the object above us */
1003 if (above) 1059 if (above)
1004 above->below = below; 1060 above->below = below;
1005 else 1061 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1007 1063
1008 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1009 if (below) 1065 if (below)
1010 below->above = above; 1066 below->above = above;
1011 else 1067 else
1013 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1071 * evident
1016 */ 1072 */
1017 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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); 1074 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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1075
1028 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1029 } 1077 }
1030 1078
1031 above = 0; 1079 above = 0;
1032 below = 0; 1080 below = 0;
1033 1081
1034 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1035 return; 1083 return;
1036 1084
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1086
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1088 {
1041 /* No point updating the players look faces if he is the object 1089 /* No point updating the players look faces if he is the object
1042 * being removed. 1090 * being removed.
1043 */ 1091 */
1044 1092
1078 } 1126 }
1079 1127
1080 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1130 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1131 map->at (x, y).flags_ = 0;
1084 else 1132 else
1085 update_object (last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1086 1134
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1136 update_all_los (map, x, y);
1124 } 1172 }
1125 1173
1126 return 0; 1174 return 0;
1127} 1175}
1128 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1129/* 1200/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1132 */ 1203 */
1133object * 1204object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1206{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 * just 'op' otherwise 1234 * just 'op' otherwise
1164 */ 1235 */
1165object * 1236object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1168 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1242
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1244
1177 if (!m) 1245#if 0
1178 { 1246 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1247 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1181 free (dump); 1249 else
1182 return op; 1250 op->deactivate_recursive ();
1183 } 1251#endif
1184 1252
1185 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1186 { 1254 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1256#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1257 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1258 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1259 * improperly inserted.
1193 */ 1260 */
1194 abort (); 1261 abort ();
1195#endif 1262#endif
1196 free (dump);
1197 return op; 1263 return op;
1198 } 1264 }
1199 1265
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1266 if (object *more = op->more)
1213 1267 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1269 {
1231 if (!op->head) 1270 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1272
1234 return 0; 1273 return 0;
1239 1278
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1280 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1281 * need extra work
1243 */ 1282 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1284 return 0;
1246 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1247 1288
1248 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1249 */ 1290 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1293 if (object::can_merge (op, tmp))
1253 { 1294 {
1254 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1296 tmp->destroy ();
1256 } 1297 }
1273 op->below = originator->below; 1314 op->below = originator->below;
1274 1315
1275 if (op->below) 1316 if (op->below)
1276 op->below->above = op; 1317 op->below->above = op;
1277 else 1318 else
1278 op->ms ().bot = op; 1319 ms.bot = op;
1279 1320
1280 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1281 originator->below = op; 1322 originator->below = op;
1282 } 1323 }
1283 else 1324 else
1284 { 1325 {
1326 top = ms.bot;
1327
1285 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1330 {
1288 object *last = 0; 1331 object *last = 0;
1289 1332
1290 /* 1333 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1334 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1340 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1341 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1342 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1301 */ 1344 */
1302 while (top) 1345 for (top = ms.bot; top; top = top->above)
1303 { 1346 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1348 floor = top;
1306 1349
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1353 top = top->below;
1311 break; 1354 break;
1312 } 1355 }
1313 1356
1314 last = top; 1357 last = top;
1315 top = top->above;
1316 } 1358 }
1317 1359
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1360 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1361 top = last;
1320 1362
1322 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1324 */ 1366 */
1325 1367
1326 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1372 * stacking is a bit odd.
1331 */ 1373 */
1332 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1334 { 1377 {
1335 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1380 break;
1381
1338 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1385 * set top to the object below us.
1342 */ 1386 */
1344 top = last->below; 1388 top = last->below;
1345 } 1389 }
1346 } /* If objects on this space */ 1390 } /* If objects on this space */
1347 1391
1348 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1350 1394
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1396 top = floor;
1353 1397
1354 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1399 */
1356 1400
1357 /* First object on this space */ 1401 /* First object on this space */
1358 if (!top) 1402 if (!top)
1359 { 1403 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1361 1405
1362 if (op->above) 1406 if (op->above)
1363 op->above->below = op; 1407 op->above->below = op;
1364 1408
1365 op->below = 0; 1409 op->below = 0;
1366 op->ms ().bot = op; 1410 ms.bot = op;
1367 } 1411 }
1368 else 1412 else
1369 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1370 op->above = top->above; 1414 op->above = top->above;
1371 1415
1375 op->below = top; 1419 op->below = top;
1376 top->above = op; 1420 top->above = op;
1377 } 1421 }
1378 1422
1379 if (!op->above) 1423 if (!op->above)
1380 op->ms ().top = op; 1424 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1382 1426
1383 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1384 { 1428 {
1385 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1386 ++op->map->players; 1430 ++op->map->players;
1387 op->map->last_access = runtime; 1431 op->map->touch ();
1388 } 1432 }
1433
1434 op->map->dirty = true;
1389 1435
1390 /* If we have a floor, we know the player, if any, will be above 1436 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1392 */ 1438 */
1393 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1440 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1441 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1397 1443
1398 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1446 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1447 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1448 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1451 * of effect may be sufficient.
1406 */ 1452 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1409 1455
1447{ 1493{
1448 object *tmp, *tmp1; 1494 object *tmp, *tmp1;
1449 1495
1450 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1451 1497
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1500 tmp->destroy ();
1455 1501
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1503
1461} 1507}
1462 1508
1463object * 1509object *
1464object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1465{ 1511{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1512 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1513}
1468 1514
1469/* 1515/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1511 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1513 * 1559 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1561 */
1516
1517object * 1562object *
1518decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1519{ 1564{
1520 object *tmp; 1565 object *tmp;
1521 1566
1596 1641
1597/* 1642/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1600 */ 1645 */
1601
1602void 1646void
1603add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1604{ 1648{
1605 while (op != NULL) 1649 while (op != NULL)
1606 { 1650 {
1638 * inside the object environment. 1682 * inside the object environment.
1639 * 1683 *
1640 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1642 */ 1686 */
1643
1644object * 1687object *
1645object::insert (object *op) 1688object::insert (object *op)
1646{ 1689{
1647 object *tmp, *otmp; 1690 object *tmp, *otmp;
1648 1691
1780 1823
1781 /* The objects have to be checked from top to bottom. 1824 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1825 * Hence, we first go to the top:
1783 */ 1826 */
1784 1827
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1828 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1829 {
1787 /* Trim the search when we find the first other spell effect 1830 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1831 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1832 * we don't need to check all of them.
1790 */ 1833 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1853 {
1811 1854
1812 float 1855 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1857
1815 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1861 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1849 */ 1892 */
1850object * 1893object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1895{
1853 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
1854 { 1897 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1899 return NULL;
1857 } 1900 }
1858 1901
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1903 if (tmp->arch == at)
1861 return tmp; 1904 return tmp;
1862 1905
1863 return NULL; 1906 return NULL;
1864} 1907}
1875 { 1918 {
1876 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1920 return NULL;
1878 } 1921 }
1879 1922
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1924 if (tmp->type == type)
1882 return tmp; 1925 return tmp;
1883 1926
1884 return NULL; 1927 return NULL;
1885} 1928}
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 { 2006 {
1964 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
1966 } 2009 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 2010}
1981 2011
1982/* 2012/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
2025 } 2055 }
2026 2056
2027 if (!index) 2057 if (!index)
2028 return -1; 2058 return -1;
2029 2059
2030 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2031} 2061}
2032 2062
2033/* 2063/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2056{ 2086{
2057 arr += begin; 2087 arr += begin;
2058 end -= begin; 2088 end -= begin;
2059 2089
2060 while (--end) 2090 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2062} 2092}
2063 2093
2064/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2200 2230
2201 return 3; 2231 return 3;
2202} 2232}
2203 2233
2204/* 2234/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2237 */
2226
2227int 2238int
2228dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2229{ 2240{
2230 int d; 2241 int d;
2231 2242
2397 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2398 2409
2399 return dst; 2410 return dst;
2400} 2411}
2401 2412
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438}
2439
2440/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2414 * has the same type and subtype match.
2442 * returns NULL if no match. 2415 * returns NULL if no match.
2443 */ 2416 */
2444object * 2417object *
2497 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2498 return link->value; 2471 return link->value;
2499 2472
2500 return 0; 2473 return 0;
2501} 2474}
2502
2503 2475
2504/* 2476/*
2505 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2506 * 2478 *
2507 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2610 } 2582 }
2611 else 2583 else
2612 item = item->env; 2584 item = item->env;
2613} 2585}
2614 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2615// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2616const char * 2617const char *
2617object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2618{ 2619{
2620 char flagdesc[512];
2619 char info2[256 * 3]; 2621 char info2[256 * 4];
2620 char *p = info; 2622 char *p = info;
2621 2623
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2625 count, uuid.seq,
2624 &name, 2626 &name,
2625 title ? " " : "", 2627 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2627 2630
2628 if (env) 2631 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2633
2631 if (map) 2634 if (map)
2635} 2638}
2636 2639
2637const char * 2640const char *
2638object::debug_desc () const 2641object::debug_desc () const
2639{ 2642{
2640 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2641 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2642} 2647}
2643 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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