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Comparing deliantra/server/common/object.C (file contents):
Revision 1.89 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.139 by root, Sat Apr 21 17:34:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
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:
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 1); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
456 * refcounts and freeing the links. 454 * refcounts and freeing the links.
457 */ 455 */
458static void 456static void
459free_key_values (object *op) 457free_key_values (object *op)
460{ 458{
461 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
462 { 460 {
463 key_value *next = i->next; 461 key_value *next = i->next;
464 delete i; 462 delete i;
465 463
466 i = next; 464 i = next;
467 } 465 }
468 466
469 op->key_values = 0; 467 op->key_values = 0;
470} 468}
471 469
472/* 470object &
473 * copy_to first frees everything allocated by the dst object, 471object::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{ 472{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 473 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 474 bool is_removed = flag [FLAG_REMOVED];
485 475
486 *(object_copy *)dst = *this; 476 *(object_copy *)this = src;
487 477
488 if (is_freed) 478 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 479 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;
496 480
497 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
498 if (key_values) 482 if (src.key_values)
499 { 483 {
500 key_value *tail = 0; 484 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 485 key_values = 0;
504 486
505 for (i = key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
506 { 488 {
507 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
508 490
509 new_link->next = 0; 491 new_link->next = 0;
510 new_link->key = i->key; 492 new_link->key = i->key;
511 new_link->value = i->value; 493 new_link->value = i->value;
512 494
513 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
514 if (!dst->key_values) 496 if (!key_values)
515 { 497 {
516 dst->key_values = new_link; 498 key_values = new_link;
517 tail = new_link; 499 tail = new_link;
518 } 500 }
519 else 501 else
520 { 502 {
521 tail->next = new_link; 503 tail->next = new_link;
522 tail = new_link; 504 tail = new_link;
523 } 505 }
524 } 506 }
525 } 507 }
508}
509
510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
526 525
527 dst->set_speed (dst->speed); 526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
528} 545}
529 546
530object * 547object *
531object::clone () 548object::clone ()
532{ 549{
538/* 555/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 556 * 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 557 * 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. 558 * be called to update the face variable, _and_ how it looks on the map.
542 */ 559 */
543
544void 560void
545update_turn_face (object *op) 561update_turn_face (object *op)
546{ 562{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 563 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 564 return;
565
549 SET_ANIMATION (op, op->direction); 566 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 567 update_object (op, UP_OBJ_FACE);
551} 568}
552 569
553/* 570/*
556 * This function needs to be called whenever the speed of an object changes. 573 * This function needs to be called whenever the speed of an object changes.
557 */ 574 */
558void 575void
559object::set_speed (float speed) 576object::set_speed (float speed)
560{ 577{
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) 578 if (flag [FLAG_FREED] && speed)
567 { 579 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 581 speed = 0;
570 } 582 }
571 583
572 this->speed = speed; 584 this->speed = speed;
573 585
574 if (arch_init) 586 if (has_active_speed ())
575 return; 587 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 588 else
593 { 589 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} 590}
648 591
649/* 592/*
650 * update_object() updates the the map. 593 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
665 */ 608 */
666void 609void
667update_object (object *op, int action) 610update_object (object *op, int action)
668{ 611{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 612 if (op == NULL)
672 { 613 {
673 /* this should never happen */ 614 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 616 return;
699 return; 640 return;
700 } 641 }
701 642
702 mapspace &m = op->ms (); 643 mapspace &m = op->ms ();
703 644
704 if (m.flags_ & P_NEED_UPDATE) 645 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 646 /* nop */;
706 else if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
707 { 648 {
708 // this is likely overkill, TODO: revisit (schmorp) 649 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 650 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 659 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 660 * to have move_allow right now.
720 */ 661 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 662 || ((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) 663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 664 m.flags_ = 0;
724 } 665 }
725 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 668 * that is being removed.
728 */ 669 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 671 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
733 else 674 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 676
736 if (op->more) 677 if (op->more)
737 update_object (op->more, action); 678 update_object (op->more, action);
738} 679}
739 680
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 681object::object ()
744{ 682{
745 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
746 684
747 expmul = 1.0; 685 expmul = 1.0;
748 face = blank_face; 686 face = blank_face;
749} 687}
750 688
751object::~object () 689object::~object ()
752{ 690{
691 unlink ();
692
753 free_key_values (this); 693 free_key_values (this);
754} 694}
755 695
696static int object_count;
697
756void object::link () 698void object::link ()
757{ 699{
758 count = ++ob_count; 700 assert (!index);//D
759 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
760 703
761 prev = 0; 704 refcnt_inc ();
762 next = object::first; 705 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 706}
769 707
770void object::unlink () 708void object::unlink ()
771{ 709{
772 if (this == object::first) 710 if (!index)
773 object::first = next; 711 return;
774 712
775 /* Remove this object from the list of used objects */ 713 objects.erase (this);
776 if (prev) prev->next = next; 714 refcnt_dec ();
777 if (next) next->prev = prev; 715}
778 716
779 prev = 0; 717void
780 next = 0; 718object::activate ()
719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
724 if (has_active_speed ())
725 actives.insert (this);
726}
727
728void
729object::activate_recursive ()
730{
731 activate ();
732
733 for (object *op = inv; op; op = op->below)
734 op->activate_recursive ();
735}
736
737/* This function removes object 'op' from the list of active
738 * objects.
739 * This should only be used for style maps or other such
740 * reference maps where you don't want an object that isn't
741 * in play chewing up cpu time getting processed.
742 * The reverse of this is to call update_ob_speed, which
743 * will do the right thing based on the speed of the object.
744 */
745void
746object::deactivate ()
747{
748 /* If not on the active list, nothing needs to be done */
749 if (!active)
750 return;
751
752 actives.erase (this);
753}
754
755void
756object::deactivate_recursive ()
757{
758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
761 deactivate ();
762}
763
764void
765object::set_flag_inv (int flag, int value)
766{
767 for (object *op = inv; op; op = op->below)
768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
781} 772}
782 773
783/* 774/*
784 * Remove and free all objects in the inventory of the given object. 775 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 776 * object.c ?
786 */ 777 */
787void 778void
788object::destroy_inv (bool drop_to_ground) 779object::destroy_inv (bool drop_to_ground)
789{ 780{
781 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory,
785 // cf will crash below with off-map x and y
786 if (!inv)
787 return;
788
790 /* Only if the space blocks everything do we not process - 789 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 790 * if some form of movement is allowed, let objects
792 * drop on that space. 791 * drop on that space.
793 */ 792 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
795 { 798 {
796 while (inv) 799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 802 inv->destroy ();
803 }
798 } 804 }
799 else 805 else
800 { /* Put objects in inventory onto this space */ 806 { /* Put objects in inventory onto this space */
801 while (inv) 807 while (inv)
802 { 808 {
804 810
805 if (op->flag [FLAG_STARTEQUIP] 811 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 812 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 813 || op->type == RUNE
808 || op->type == TRAP 814 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 817 op->destroy ();
811 else 818 else
812 { 819 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 } 820 }
819 } 821 }
820} 822}
821 823
822object *object::create () 824object *object::create ()
833 835
834 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
835 remove_button_link (this); 837 remove_button_link (this);
836 838
837 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
838 remove_friendly_object (this); 841 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
839 849
840 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
841 remove (); 851 remove ();
842 852
843 if (flag [FLAG_FREED]) 853 destroy_inv (true);
844 return; 854
855 deactivate ();
856 unlink ();
845 857
846 flag [FLAG_FREED] = 1; 858 flag [FLAG_FREED] = 1;
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851 859
852 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
853 { 861 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 862 static maptile *freed_map; // freed objects are moved here to avoid crashes
855 863
859 867
860 freed_map->name = "/internal/freed_objects_map"; 868 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 869 freed_map->width = 3;
862 freed_map->height = 3; 870 freed_map->height = 3;
863 871
864 freed_map->allocate (); 872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
865 } 874 }
866 875
867 map = freed_map; 876 map = freed_map;
868 x = 1; 877 x = 1;
869 y = 1; 878 y = 1;
879 888
880 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
881 owner = 0; 890 owner = 0;
882 enemy = 0; 891 enemy = 0;
883 attacked_by = 0; 892 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 893}
888 894
889void 895void
890object::destroy (bool destroy_inventory) 896object::destroy (bool destroy_inventory)
891{ 897{
919 * This function removes the object op from the linked list of objects 925 * 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 926 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
923 * the previous environment. 929 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 930 */
926void 931void
927object::remove () 932object::do_remove ()
928{ 933{
929 object *tmp, *last = 0; 934 object *tmp, *last = 0;
930 object *otmp; 935 object *otmp;
931 936
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
954 * to save cpu time. 959 * to save cpu time.
955 */ 960 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 961 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 962 otmp->update_stats ();
958 963
959 if (above != NULL) 964 if (above)
960 above->below = below; 965 above->below = below;
961 else 966 else
962 env->inv = below; 967 env->inv = below;
963 968
964 if (below != NULL) 969 if (below)
965 below->above = above; 970 below->above = above;
966 971
967 /* we set up values so that it could be inserted into 972 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 973 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 974 * to the caller to decide what we want to do.
973 above = 0, below = 0; 978 above = 0, below = 0;
974 env = 0; 979 env = 0;
975 } 980 }
976 else if (map) 981 else if (map)
977 { 982 {
978 /* Re did the following section of code - it looks like it had 983 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996 mapspace &ms = this->ms ();
981 997
982 /* link the object above us */ 998 /* link the object above us */
983 if (above) 999 if (above)
984 above->below = below; 1000 above->below = below;
985 else 1001 else
986 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
987 1003
988 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
989 if (below) 1005 if (below)
990 below->above = above; 1006 below->above = above;
991 else 1007 else
993 /* Nothing below, which means we need to relink map object for this space 1009 /* 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 1010 * use translated coordinates in case some oddness with map tiling is
995 * evident 1011 * evident
996 */ 1012 */
997 if (GET_MAP_OB (map, x, y) != this) 1013 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); 1014 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 1015
1008 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1009 } 1017 }
1010 1018
1011 above = 0; 1019 above = 0;
1012 below = 0; 1020 below = 0;
1013 1021
1014 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1015 return; 1023 return;
1016 1024
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1026
1019 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1028 {
1021 /* No point updating the players look faces if he is the object 1029 /* No point updating the players look faces if he is the object
1022 * being removed. 1030 * being removed.
1023 */ 1031 */
1024 1032
1036 1044
1037 if (tmp->contr->ns) 1045 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1046 tmp->contr->ns->floorbox_update ();
1039 } 1047 }
1040 1048
1041 /* See if player moving off should effect something */ 1049 /* See if object moving off should effect something */
1042 if (check_walk_off 1050 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1051 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1053 {
1046 move_apply (tmp, this, 0); 1054 move_apply (tmp, this, 0);
1048 if (destroyed ()) 1056 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1058 }
1051 1059
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 if (tmp->above == tmp) 1062 if (tmp->above == tmp)
1055 tmp->above = 0; 1063 tmp->above = 0;
1056 1064
1057 last = tmp; 1065 last = tmp;
1058 } 1066 }
1059 1067
1060 /* last == NULL of there are no objects on this space */ 1068 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object?
1061 if (!last) 1070 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE; 1071 map->at (x, y).flags_ = 0;
1063 else 1072 else
1064 update_object (last, UP_OBJ_REMOVE); 1073 update_object (last, UP_OBJ_REMOVE);
1065 1074
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1076 update_all_los (map, x, y);
1103 } 1112 }
1104 1113
1105 return 0; 1114 return 0;
1106} 1115}
1107 1116
1117void
1118object::expand_tail ()
1119{
1120 if (more)
1121 return;
1122
1123 object *prev = this;
1124
1125 for (archetype *at = arch->more; at; at = at->more)
1126 {
1127 object *op = arch_to_object (at);
1128
1129 op->name = name;
1130 op->name_pl = name_pl;
1131 op->title = title;
1132
1133 op->head = this;
1134 prev->more = op;
1135
1136 prev = op;
1137 }
1138}
1139
1108/* 1140/*
1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1141 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1110 * job preparing multi-part monsters 1142 * job preparing multi-part monsters.
1111 */ 1143 */
1112object * 1144object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1145insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1146{
1115 object *tmp;
1116
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1148 {
1122 tmp->x = x + tmp->arch->clone.x; 1149 tmp->x = x + tmp->arch->clone.x;
1123 tmp->y = y + tmp->arch->clone.y; 1150 tmp->y = y + tmp->arch->clone.y;
1124 } 1151 }
1125 1152
1147 * just 'op' otherwise 1174 * just 'op' otherwise
1148 */ 1175 */
1149object * 1176object *
1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1151{ 1178{
1179 assert (!op->flag [FLAG_FREED]);
1180
1152 object *tmp, *top, *floor = NULL; 1181 object *tmp, *top, *floor = NULL;
1153 sint16 x, y;
1154 1182
1155 if (QUERY_FLAG (op, FLAG_FREED)) 1183 op->remove ();
1156 {
1157 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL;
1159 }
1160 1184
1161 if (m == NULL) 1185#if 0
1162 { 1186 if (!m->active != !op->active)
1163 char *dump = dump_object (op); 1187 if (m->active)
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1188 op->activate_recursive ();
1165 free (dump); 1189 else
1166 return op; 1190 op->deactivate_recursive ();
1167 } 1191#endif
1168 1192
1169 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1170 { 1194 {
1171 char *dump = dump_object (op);
1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1195 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1173#ifdef MANY_CORES 1196#ifdef MANY_CORES
1174 /* Better to catch this here, as otherwise the next use of this object 1197 /* Better to catch this here, as otherwise the next use of this object
1175 * is likely to cause a crash. Better to find out where it is getting 1198 * is likely to cause a crash. Better to find out where it is getting
1176 * improperly inserted. 1199 * improperly inserted.
1177 */ 1200 */
1178 abort (); 1201 abort ();
1179#endif 1202#endif
1180 free (dump);
1181 return op; 1203 return op;
1182 } 1204 }
1183 1205
1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1185 {
1186 char *dump = dump_object (op);
1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1189 return op;
1190 }
1191
1192 if (op->more)
1193 {
1194 /* The part may be on a different map. */
1195
1196 object *more = op->more; 1206 if (object *more = op->more)
1197 1207 {
1198 /* We really need the caller to normalize coordinates - if
1199 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it.
1202 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map)
1206 {
1207 /* For backwards compatibility - when not dealing with tiled maps,
1208 * more->map should always point to the parent.
1209 */
1210 more->map = m;
1211 }
1212
1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1208 if (!insert_ob_in_map (more, m, originator, flag))
1214 { 1209 {
1215 if (!op->head) 1210 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1211 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217 1212
1218 return 0; 1213 return 0;
1223 1218
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1219 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * of areas of callers (eg, anything that uses find_free_spot would now 1220 * of areas of callers (eg, anything that uses find_free_spot would now
1226 * need extra work 1221 * need extra work
1227 */ 1222 */
1228 op->map = get_map_from_coord (m, &op->x, &op->y); 1223 if (!xy_normalise (m, op->x, op->y))
1229 x = op->x; 1224 return 0;
1230 y = op->y; 1225
1226 op->map = m;
1227 mapspace &ms = op->ms ();
1231 1228
1232 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1233 */ 1230 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1232 for (tmp = ms.bot; tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1233 if (object::can_merge (op, tmp))
1237 { 1234 {
1238 op->nrof += tmp->nrof; 1235 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1236 tmp->destroy ();
1240 } 1237 }
1257 op->below = originator->below; 1254 op->below = originator->below;
1258 1255
1259 if (op->below) 1256 if (op->below)
1260 op->below->above = op; 1257 op->below->above = op;
1261 else 1258 else
1262 op->ms ().bot = op; 1259 ms.bot = op;
1263 1260
1264 /* since *below* originator, no need to update top */ 1261 /* since *below* originator, no need to update top */
1265 originator->below = op; 1262 originator->below = op;
1266 } 1263 }
1267 else 1264 else
1268 { 1265 {
1266 top = ms.bot;
1267
1269 /* If there are other objects, then */ 1268 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1269 if ((!(flag & INS_MAP_LOAD)) && top)
1271 { 1270 {
1272 object *last = NULL; 1271 object *last = 0;
1273 1272
1274 /* 1273 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1274 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1275 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1276 * Generally, we want to put the new object on top. But if
1281 * once we get to them. This reduces the need to traverse over all of 1280 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1281 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1282 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1283 * that flying non pickable objects are spell objects.
1285 */ 1284 */
1286 1285 for (top = ms.bot; top; top = top->above)
1287 while (top != NULL)
1288 { 1286 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1287 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1290 floor = top; 1288 floor = top;
1291 1289
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1290 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 top = top->below; 1293 top = top->below;
1296 break; 1294 break;
1297 } 1295 }
1298 1296
1299 last = top; 1297 last = top;
1300 top = top->above;
1301 } 1298 }
1302 1299
1303 /* Don't want top to be NULL, so set it to the last valid object */ 1300 /* Don't want top to be NULL, so set it to the last valid object */
1304 top = last; 1301 top = last;
1305 1302
1307 * looks like instead of lots of conditions here. 1304 * looks like instead of lots of conditions here.
1308 * makes things faster, and effectively the same result. 1305 * makes things faster, and effectively the same result.
1309 */ 1306 */
1310 1307
1311 /* Have object 'fall below' other objects that block view. 1308 /* Have object 'fall below' other objects that block view.
1312 * Unless those objects are exits, type 66 1309 * Unless those objects are exits.
1313 * If INS_ON_TOP is used, don't do this processing 1310 * If INS_ON_TOP is used, don't do this processing
1314 * Need to find the object that in fact blocks view, otherwise 1311 * Need to find the object that in fact blocks view, otherwise
1315 * stacking is a bit odd. 1312 * stacking is a bit odd.
1316 */ 1313 */
1317 if (!(flag & INS_ON_TOP) && 1314 if (!(flag & INS_ON_TOP)
1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1315 && ms.flags () & P_BLOCKSVIEW
1316 && (op->face && !faces [op->face].visibility))
1319 { 1317 {
1320 for (last = top; last != floor; last = last->below) 1318 for (last = top; last != floor; last = last->below)
1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1319 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break; 1320 break;
1321
1323 /* Check to see if we found the object that blocks view, 1322 /* Check to see if we found the object that blocks view,
1324 * and make sure we have a below pointer for it so that 1323 * and make sure we have a below pointer for it so that
1325 * we can get inserted below this one, which requires we 1324 * we can get inserted below this one, which requires we
1326 * set top to the object below us. 1325 * set top to the object below us.
1327 */ 1326 */
1329 top = last->below; 1328 top = last->below;
1330 } 1329 }
1331 } /* If objects on this space */ 1330 } /* If objects on this space */
1332 1331
1333 if (flag & INS_MAP_LOAD) 1332 if (flag & INS_MAP_LOAD)
1334 top = GET_MAP_TOP (op->map, op->x, op->y); 1333 top = ms.top;
1335 1334
1336 if (flag & INS_ABOVE_FLOOR_ONLY) 1335 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor; 1336 top = floor;
1338 1337
1339 /* Top is the object that our object (op) is going to get inserted above. 1338 /* Top is the object that our object (op) is going to get inserted above.
1340 */ 1339 */
1341 1340
1342 /* First object on this space */ 1341 /* First object on this space */
1343 if (!top) 1342 if (!top)
1344 { 1343 {
1345 op->above = GET_MAP_OB (op->map, op->x, op->y); 1344 op->above = ms.bot;
1346 1345
1347 if (op->above) 1346 if (op->above)
1348 op->above->below = op; 1347 op->above->below = op;
1349 1348
1350 op->below = NULL; 1349 op->below = 0;
1351 op->ms ().bot = op; 1350 ms.bot = op;
1352 } 1351 }
1353 else 1352 else
1354 { /* get inserted into the stack above top */ 1353 { /* get inserted into the stack above top */
1355 op->above = top->above; 1354 op->above = top->above;
1356 1355
1359 1358
1360 op->below = top; 1359 op->below = top;
1361 top->above = op; 1360 top->above = op;
1362 } 1361 }
1363 1362
1364 if (op->above == NULL) 1363 if (!op->above)
1365 op->ms ().top = op; 1364 ms.top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */ 1365 } /* else not INS_BELOW_ORIGINATOR */
1367 1366
1368 if (op->type == PLAYER) 1367 if (op->type == PLAYER)
1368 {
1369 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1370 ++op->map->players;
1371 op->map->touch ();
1372 }
1373
1374 op->map->dirty = true;
1370 1375
1371 /* If we have a floor, we know the player, if any, will be above 1376 /* If we have a floor, we know the player, if any, will be above
1372 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1373 */ 1378 */
1374 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1375 if (object *pl = op->ms ().player ()) 1380 if (object *pl = ms.player ())
1376 if (pl->contr->ns) 1381 if (pl->contr->ns)
1377 pl->contr->ns->floorbox_update (); 1382 pl->contr->ns->floorbox_update ();
1378 1383
1379 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1380 * visible to others on this map. But update_all_los is really 1385 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1386 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1387 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1391 * of effect may be sufficient.
1387 */ 1392 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1390 1395
1428{ 1433{
1429 object *tmp, *tmp1; 1434 object *tmp, *tmp1;
1430 1435
1431 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1432 1437
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1438 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1435 tmp->destroy (); 1440 tmp->destroy ();
1436 1441
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1438 1443
1439 tmp1->x = op->x; 1444 tmp1->x = op->x;
1440 tmp1->y = op->y; 1445 tmp1->y = op->y;
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 return where->map->insert (this, where->x, where->y, originator, flags);
1442} 1453}
1443 1454
1444/* 1455/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array. 1460 * global static errmsg array.
1450 */ 1461 */
1451
1452object * 1462object *
1453get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1454{ 1464{
1455 object *newob; 1465 object *newob;
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1487 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1488 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1489 * 1499 *
1490 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1491 */ 1501 */
1492
1493object * 1502object *
1494decrease_ob_nr (object *op, uint32 i) 1503decrease_ob_nr (object *op, uint32 i)
1495{ 1504{
1496 object *tmp; 1505 object *tmp;
1497 1506
1572 1581
1573/* 1582/*
1574 * add_weight(object, weight) adds the specified weight to an object, 1583 * add_weight(object, weight) adds the specified weight to an object,
1575 * and also updates how much the environment(s) is/are carrying. 1584 * and also updates how much the environment(s) is/are carrying.
1576 */ 1585 */
1577
1578void 1586void
1579add_weight (object *op, signed long weight) 1587add_weight (object *op, signed long weight)
1580{ 1588{
1581 while (op != NULL) 1589 while (op != NULL)
1582 { 1590 {
1614 * inside the object environment. 1622 * inside the object environment.
1615 * 1623 *
1616 * The function returns now pointer to inserted item, and return value can 1624 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1618 */ 1626 */
1619
1620object * 1627object *
1621object::insert (object *op) 1628object::insert (object *op)
1622{ 1629{
1623 object *tmp, *otmp; 1630 object *tmp, *otmp;
1624 1631
1720 * 1727 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1728 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1729 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1730 * on top.
1724 */ 1731 */
1725
1726int 1732int
1727check_move_on (object *op, object *originator) 1733check_move_on (object *op, object *originator)
1728{ 1734{
1729 object *tmp; 1735 object *tmp;
1730 maptile *m = op->map; 1736 maptile *m = op->map;
1757 1763
1758 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
1760 */ 1766 */
1761 1767
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1769 {
1764 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1771 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1772 * we don't need to check all of them.
1767 */ 1773 */
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1793 {
1788 1794
1789 float 1795 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1797
1792 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1801 diff /= 4.0;
1825 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1826 */ 1832 */
1827object * 1833object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1835{
1830 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
1831 { 1837 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1839 return NULL;
1834 } 1840 }
1835 1841
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1843 if (tmp->arch == at)
1838 return tmp; 1844 return tmp;
1839 1845
1840 return NULL; 1846 return NULL;
1841} 1847}
1852 { 1858 {
1853 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1860 return NULL;
1855 } 1861 }
1856 1862
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1864 if (tmp->type == type)
1859 return tmp; 1865 return tmp;
1860 1866
1861 return NULL; 1867 return NULL;
1862} 1868}
2002 } 2008 }
2003 2009
2004 if (!index) 2010 if (!index)
2005 return -1; 2011 return -1;
2006 2012
2007 return altern[RANDOM () % index]; 2013 return altern [rndm (index)];
2008} 2014}
2009 2015
2010/* 2016/*
2011 * find_first_free_spot(archetype, maptile, x, y) works like 2017 * find_first_free_spot(archetype, maptile, x, y) works like
2012 * find_free_spot(), but it will search max number of squares. 2018 * find_free_spot(), but it will search max number of squares.
2033{ 2039{
2034 arr += begin; 2040 arr += begin;
2035 end -= begin; 2041 end -= begin;
2036 2042
2037 while (--end) 2043 while (--end)
2038 swap (arr [end], arr [RANDOM () % (end + 1)]); 2044 swap (arr [end], arr [rndm (end + 1)]);
2039} 2045}
2040 2046
2041/* new function to make monster searching more efficient, and effective! 2047/* new function to make monster searching more efficient, and effective!
2042 * This basically returns a randomized array (in the passed pointer) of 2048 * This basically returns a randomized array (in the passed pointer) of
2043 * the spaces to find monsters. In this way, it won't always look for 2049 * the spaces to find monsters. In this way, it won't always look for
2177 2183
2178 return 3; 2184 return 3;
2179} 2185}
2180 2186
2181/* 2187/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int
2188absdir (int d)
2189{
2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2196 return d;
2197}
2198
2199/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2190 */
2203
2204int 2191int
2205dirdiff (int dir1, int dir2) 2192dirdiff (int dir1, int dir2)
2206{ 2193{
2207 int d; 2194 int d;
2208 2195
2374 insert_ob_in_ob (object_create_clone (item), dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2375 2362
2376 return dst; 2363 return dst;
2377} 2364}
2378 2365
2379/* GROS - Creates an object using a string representing its content. */
2380/* Basically, we save the content of the string to a temp file, then call */
2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2382/* but it was simple to make and allows reusing the load_object function. */
2383/* Remember not to use load_object_str in a time-critical situation. */
2384/* Also remember that multiparts objects are not supported for now. */
2385object *
2386load_object_str (const char *obstr)
2387{
2388 object *op;
2389 char filename[MAX_BUF];
2390
2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2393 FILE *tempfile = fopen (filename, "w");
2394
2395 if (tempfile == NULL)
2396 {
2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2398 return NULL;
2399 }
2400
2401 fprintf (tempfile, obstr);
2402 fclose (tempfile);
2403
2404 op = object::create ();
2405
2406 object_thawer thawer (filename);
2407
2408 if (thawer)
2409 load_object (thawer, op, 0);
2410
2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2412 CLEAR_FLAG (op, FLAG_REMOVED);
2413
2414 return op;
2415}
2416
2417/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2418 * has the same type and subtype match. 2367 * has the same type and subtype match.
2419 * returns NULL if no match. 2368 * returns NULL if no match.
2420 */ 2369 */
2421object * 2370object *
2474 if (link->key == canonical_key) 2423 if (link->key == canonical_key)
2475 return link->value; 2424 return link->value;
2476 2425
2477 return 0; 2426 return 0;
2478} 2427}
2479
2480 2428
2481/* 2429/*
2482 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2483 * 2431 *
2484 * canonical_key is a shared string (value doesn't have to be). 2432 * canonical_key is a shared string (value doesn't have to be).
2587 } 2535 }
2588 else 2536 else
2589 item = item->env; 2537 item = item->env;
2590} 2538}
2591 2539
2540
2541const char *
2542object::flag_desc (char *desc, int len) const
2543{
2544 char *p = desc;
2545 bool first = true;
2546
2547 *p = 0;
2548
2549 for (int i = 0; i < NUM_FLAGS; i++)
2550 {
2551 if (len <= 10) // magic constant!
2552 {
2553 snprintf (p, len, ",...");
2554 break;
2555 }
2556
2557 if (flag [i])
2558 {
2559 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2560 len -= cnt;
2561 p += cnt;
2562 first = false;
2563 }
2564 }
2565
2566 return desc;
2567}
2568
2592// return a suitable string describing an objetc in enough detail to find it 2569// return a suitable string describing an object in enough detail to find it
2593const char * 2570const char *
2594object::debug_desc (char *info) const 2571object::debug_desc (char *info) const
2595{ 2572{
2573 char flagdesc[512];
2596 char info2[256 * 3]; 2574 char info2[256 * 4];
2597 char *p = info; 2575 char *p = info;
2598 2576
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2600 count, 2578 count, uuid.seq,
2601 &name, 2579 &name,
2602 title ? " " : "", 2580 title ? "\",title:\"" : "",
2603 title ? (const char *)title : ""); 2581 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type);
2604 2583
2605 if (env) 2584 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2586
2608 if (map) 2587 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2589
2611 return info; 2590 return info;
2612} 2591}
2613 2592
2614const char * 2593const char *
2615object::debug_desc () const 2594object::debug_desc () const
2616{ 2595{
2617 static char info[256 * 3]; 2596 static char info[256 * 4];
2618 return debug_desc (info); 2597 return debug_desc (info);
2619} 2598}
2620 2599
2600const char *
2601object::debug_desc2 () const
2602{
2603 static char info[256 * 4];
2604 return debug_desc (info);
2605}
2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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