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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex Exp $"; 3 * "$Id: object.C,v 1.22 2006/09/10 00:51:23 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
37#endif /* win32 */ 37#endif /* win32 */
38#include <object.h> 38#include <object.h>
39#include <funcpoint.h> 39#include <funcpoint.h>
40#include <skills.h> 40#include <skills.h>
41#include <loader.h> 41#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 42int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 43
53object *objects; /* Pointer to the list of used objects */ 44object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 45object *active_objects; /* List of active objects that need to be processed */
56 46
57short freearr_x[SIZEOFFREE]= 47short freearr_x[SIZEOFFREE]=
58 {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, 48 {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,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
66int freedir[SIZEOFFREE]= { 56int freedir[SIZEOFFREE]= {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
69
70 59
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 61static int compare_ob_value_lists_one(const object * wants, const object * has) {
73 key_value * wants_field; 62 key_value * wants_field;
74 63
121 * 110 *
122 * Improvements made with merge: Better checking on potion, and also 111 * Improvements made with merge: Better checking on potion, and also
123 * check weight 112 * check weight
124 */ 113 */
125 114
126int CAN_MERGE(object *ob1, object *ob2) { 115bool
127 116object::can_merge (object *ob1, object *ob2)
117{
128 /* A couple quicksanity checks */ 118 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 119 if ((ob1 == ob2) || (ob1->type != ob2->type))
130
131 if (ob1->speed != ob2->speed) return 0;
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 120 return 0;
138 121
122 if (ob1->speed != ob2->speed)
123 return 0;
124
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 126 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 127 * used to store nrof).
142 */ 128 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 130 return 0;
145 131
132 /* If the objects have been identified, set the BEEN_APPLIED flag.
133 * This is to the comparison of the flags below will be OK. We
134 * just can't ignore the been applied or identified flags, as they
135 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning.
137 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143
144
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) ||
155 (ob1->title != ob2->title) ||
156 (ob1->msg != ob2->msg) ||
157 (ob1->weight != ob2->weight) ||
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
160 (ob1->attacktype != ob2->attacktype) ||
161 (ob1->magic != ob2->magic) ||
162 (ob1->slaying != ob2->slaying) ||
163 (ob1->skill != ob2->skill) ||
164 (ob1->value != ob2->value) ||
165 (ob1->animation_id != ob2->animation_id) ||
166 (ob1->client_type != ob2->client_type) ||
167 (ob1->materialname != ob2->materialname) ||
168 (ob1->lore != ob2->lore) ||
169 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) ||
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0;
178
146 /* This is really a spellbook check - really, we should 179 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory. 180 * check all objects in the inventory.
148 */ 181 */
149 if (ob1->inv || ob2->inv) { 182 if (ob1->inv || ob2->inv)
183 {
150 /* if one object has inventory but the other doesn't, not equiv */ 184 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0; 185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
152 187
153 /* Now check to see if the two inventory objects could merge */ 188 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0; 189 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0;
155 191
156 /* inventory ok - still need to check rest of this object to see 192 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 193 * if it is valid.
158 */ 194 */
159 } 195 }
160 196
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 197 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 198 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 199 * some items equipped, and we don't want those to merge.
212 */ 200 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 202 return 0;
215 203
204 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster
206 * check?
207 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0;
211
216 switch (ob1->type) { 212 switch (ob1->type)
213 {
217 case SCROLL: 214 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 215 if (ob1->level != ob2->level)
216 return 0;
219 break; 217 break;
220
221 } 218 }
219
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 220 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 {
223 /* At least one of these has key_values. */ 222 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 224 /* One has fields, but the other one doesn't. */
226 return 0; 225 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 226 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 227 return 0;
229 } 228 }
229
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self)
230 } 232 {
233 ob1->optimise ();
234 ob2->optimise ();
231 235
236 if (ob1->self || ob2->self)
237 return 0;
238 }
239
232 /* Everything passes, must be OK. */ 240 /* Everything passes, must be OK. */
233 return 1; 241 return 1;
234} 242}
235
236/* 243/*
237 * sum_weight() is a recursive function which calculates the weight 244 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 245 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 246 * containers are carrying, and sums it up.
240 */ 247 */
388 break; 395 break;
389 396
390 return op; 397 return op;
391} 398}
392 399
393void free_all_object_data(void) { 400void free_all_object_data ()
394#ifdef MEMORY_DEBUG 401{
395 object *op, *next; 402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407} 403}
408 404
409/* 405/*
410 * Returns the object which this object marks as being the owner. 406 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been 407 * A id-scheme is used to avoid pointing to objects which have been
438 op->owner->refcount--; 434 op->owner->refcount--;
439 435
440 op->owner = NULL; 436 op->owner = NULL;
441 op->ownercount = 0; 437 op->ownercount = 0;
442} 438}
443
444
445 439
446/* 440/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 442 * skill and experience objects.
449 */ 443 */
496 } 490 }
497 set_owner(op, owner); 491 set_owner(op, owner);
498 492
499} 493}
500 494
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517}
518
519/* Zero the key_values on op, decrementing the shared-string 495/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 496 * refcounts and freeing the links.
521 */ 497 */
522static void free_key_values(object * op) 498static void free_key_values(object * op)
523{ 499{
529 } 505 }
530 506
531 op->key_values = 0; 507 op->key_values = 0;
532} 508}
533 509
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
534/* 541/*
535 * clear_object() frees everything allocated by an object, and also 542 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings. 543 * clears all variables and flags to default settings.
537 */ 544 */
538 545
539void clear_object(object *op) 546void clear_object (object *op)
540{ 547{
541 op->clear (); 548 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564 549
565 op->contr = NULL; 550 op->contr = NULL;
566 op->below = NULL; 551 op->below = NULL;
567 op->above = NULL; 552 op->above = NULL;
568 op->inv = NULL; 553 op->inv = NULL;
574 op->refcount=0; 559 op->refcount=0;
575 op->active_next = NULL; 560 op->active_next = NULL;
576 op->active_prev = NULL; 561 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */ 562 /* What is not cleared is next, prev, and count */
578 563
579 op->expmul=1.0; 564 op->expmul = 1.0;
580 op->face = blank_face; 565 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1; 566 op->attacked_by_count = -1;
582 567
583 if (settings.casting_time) 568 if (settings.casting_time)
584 op->casting_time = -1; 569 op->casting_time = -1;
585} 570}
586 571
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 576 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 577 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 578 * will point at garbage.
594 */ 579 */
595 580
596void copy_object(object *op2, object *op) 581void copy_object (object *op2, object *op)
597{ 582{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 583 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
599 585
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op); 586 op2->clone (op);
606 587
607 if (is_freed) SET_FLAG(op,FLAG_FREED); 588 if (is_freed) SET_FLAG (op, FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED); 589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
609 590
610 if (op2->speed < 0) 591 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612 593
613 /* Copy over key_values, if any. */ 594 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 595 if (op2->key_values != NULL)
596 {
615 key_value *tail = NULL; 597 key_value *tail = NULL;
616 key_value *i; 598 key_value *i;
617 599
618 op->key_values = NULL; 600 op->key_values = NULL;
619 601
634 else 616 else
635 { 617 {
636 tail->next = new_link; 618 tail->next = new_link;
637 tail = new_link; 619 tail = new_link;
638 } 620 }
639 } 621 }
640 } 622 }
641 623
642 update_ob_speed (op); 624 update_ob_speed (op);
643}
644
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op;
685
686 if(free_objects==NULL)
687 expand_objects();
688
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op;
720} 625}
721 626
722/* 627/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 628 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 629 * to the closest player being on the other side, this function can
888 update_now=1; 793 update_now=1;
889 794
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1; 796 update_now=1;
892 797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
893 if ((move_on | op->move_on) != move_on) update_now=1; 801 if ((move_on | op->move_on) != move_on) update_now=1;
802
894 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off) update_now=1;
804
895 /* This isn't perfect, but I don't expect a lot of objects to 805 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 806 * to have move_allow right now.
897 */ 807 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 808 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1; 809 update_now=1;
810
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
901 } 813 }
902 /* if the object is being removed, we can't make intelligent 814 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 815 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 816 * that is being removed.
905 */ 817 */
919 831
920 if(op->more!=NULL) 832 if(op->more!=NULL)
921 update_object(op->more, action); 833 update_object(op->more, action);
922} 834}
923 835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844}
845
846object::object ()
847{
848 SET_FLAG (this, FLAG_REMOVED);
849
850 expmul = 1.0;
851 face = blank_face;
852 attacked_by_count = -1;
853}
854
855object::~object ()
856{
857 free_key_values (this);
858}
859
860void
861object::link ()
862{
863 count = ++ob_count;
864
865 prev = 0;
866 next = objects;
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872}
873
874void
875object::unlink ()
876{
877 count = 0;
878
879 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next;
881 if (next) next->prev = prev;
882 if (this == objects) objects = next;
883}
884
885object *object::create ()
886{
887 object *op = new object;
888 op->link ();
889 return op;
890}
924 891
925/* 892/*
926 * free_object() frees everything allocated by an object, removes 893 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of 894 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object. 895 * free objects. The IS_FREED() flag is set in the object.
930 * this function to succeed. 897 * this function to succeed.
931 * 898 *
932 * If free_inventory is set, free inventory as well. Else drop items in 899 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground. 900 * inventory to the ground.
934 */ 901 */
935 902void
936void free_object(object *ob) { 903object::free (bool free_inventory)
937 free_object2(ob, 0); 904{
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 905 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 {
945 LOG(llevDebug,"Free object called with non removed object\n"); 907 LOG (llevDebug, "Free object called with non removed object\n");
946 dump_object(ob); 908 dump_object (this);
947#ifdef MANY_CORES 909#ifdef MANY_CORES
948 abort(); 910 abort ();
949#endif 911#endif
950 } 912 }
913
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob); 917 remove_friendly_object (this);
954 } 918 }
919
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 920 if (QUERY_FLAG (this, FLAG_FREED))
921 {
956 dump_object(ob); 922 dump_object (this);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
958 return; 924 return;
925 }
926
927 if (more)
959 } 928 {
960 if(ob->more!=NULL) { 929 more->free (free_inventory);
961 free_object2(ob->more, free_inventory); 930 more = 0;
962 ob->more=NULL; 931 }
932
933 if (inv)
963 } 934 {
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 935 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 936 * if some form of movement is allowed, let objects
967 * drop on that space. 937 * drop on that space.
968 */ 938 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
971 { 942 {
972 op=ob->inv; 943 object *op = inv;
973 while(op!=NULL) { 944
974 tmp=op->below; 945 while (op)
946 {
947 object *tmp = op->below;
975 remove_ob(op); 948 remove_ob (op);
976 free_object2(op, free_inventory); 949 op->free (free_inventory);
977 op=tmp; 950 op = tmp;
978 }
979 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 } 951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956
957 while (op)
958 {
959 object *tmp = op->below;
960 remove_ob (op);
961
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972
973 op = tmp;
974 }
975 }
976 }
977
997 /* Remove object from the active list */ 978 /* Remove object from the active list */
998 ob->speed = 0; 979 speed = 0;
999 update_ob_speed(ob); 980 update_ob_speed (this);
1000 981
982 unlink ();
983
1001 SET_FLAG(ob, FLAG_FREED); 984 SET_FLAG (this, FLAG_FREED);
1002 ob->count = 0;
1003 985
1004 /* Remove this object from the list of used objects */ 986 mortals.push_back (this);
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037}
1038
1039/*
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{
1045 int i=0;
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i;
1050}
1051
1052/*
1053 * count_used() returns the number of objects on the list of used objects.
1054 */
1055
1056int count_used()
1057{
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064
1065/*
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 987}
1077 988
1078/* 989/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
2485 fclose(tempfile); 2396 fclose(tempfile);
2486 2397
2487 op=get_object(); 2398 op=get_object();
2488 2399
2489 object_thawer thawer (filename); 2400 object_thawer thawer (filename);
2401
2490 if (thawer) 2402 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2403 load_object(thawer,op,0);
2404
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2405 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2406 CLEAR_FLAG(op,FLAG_REMOVED);
2494 2407
2495 return op; 2408 return op;
2496} 2409}

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