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Comparing deliantra/server/common/object.C (file contents):
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC vs.
Revision 1.140 by root, Tue Apr 24 12:32:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
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}
526 509
527 update_ob_speed (dst); 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 ();
525
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/*
554 * Updates the speed of an object. If the speed changes from 0 to another 571 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 572 * value, or vice versa, then add/remove the object from the active list.
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
559update_ob_speed (object *op) 576object::set_speed (float speed)
560{ 577{
561 extern int arch_init; 578 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 579 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 581 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 582 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 583
586 /* process_events() expects us to insert the object at the beginning 584 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 585
590 if (op->active_next != NULL) 586 if (has_active_speed ())
591 op->active_next->active_prev = op; 587 activate ();
592
593 active_objects = op;
594 }
595 else 588 else
596 { 589 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 590}
651 591
652/* 592/*
653 * update_object() updates the the map. 593 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
668 */ 608 */
669void 609void
670update_object (object *op, int action) 610update_object (object *op, int action)
671{ 611{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 612 if (op == NULL)
675 { 613 {
676 /* this should never happen */ 614 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 616 return;
702 return; 640 return;
703 } 641 }
704 642
705 mapspace &m = op->ms (); 643 mapspace &m = op->ms ();
706 644
707 if (m.flags_ & P_NEED_UPDATE) 645 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 646 /* nop */;
709 else if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
710 { 648 {
711 // this is likely overkill, TODO: revisit (schmorp) 649 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* 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
722 * to have move_allow right now. 660 * to have move_allow right now.
723 */ 661 */
724 || ((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
725 || 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)
726 m.flags_ = P_NEED_UPDATE; 664 m.flags_ = 0;
727 } 665 }
728 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 668 * that is being removed.
731 */ 669 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 671 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
736 else 674 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 676
739 if (op->more) 677 if (op->more)
740 update_object (op->more, action); 678 update_object (op->more, action);
741} 679}
742 680
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 681object::object ()
747{ 682{
748 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
749 684
750 expmul = 1.0; 685 expmul = 1.0;
751 face = blank_face; 686 face = blank_face;
752} 687}
753 688
754object::~object () 689object::~object ()
755{ 690{
691 unlink ();
692
756 free_key_values (this); 693 free_key_values (this);
757} 694}
758 695
696static int object_count;
697
759void object::link () 698void object::link ()
760{ 699{
761 count = ++ob_count; 700 assert (!index);//D
762 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
763 703
764 prev = 0; 704 refcnt_inc ();
765 next = object::first; 705 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 706}
772 707
773void object::unlink () 708void object::unlink ()
774{ 709{
775 if (this == object::first) 710 if (!index)
776 object::first = next; 711 return;
777 712
778 /* Remove this object from the list of used objects */ 713 objects.erase (this);
779 if (prev) prev->next = next; 714 refcnt_dec ();
780 if (next) next->prev = prev; 715}
781 716
782 prev = 0; 717void
783 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 }
772}
773
774/*
775 * Remove and free all objects in the inventory of the given object.
776 * object.c ?
777 */
778void
779object::destroy_inv (bool drop_to_ground)
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
789 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects
791 * drop on that space.
792 */
793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy ();
818 else
819 map->insert (op, x, y);
820 }
821 }
784} 822}
785 823
786object *object::create () 824object *object::create ()
787{ 825{
788 object *op = new object; 826 object *op = new object;
789 op->link (); 827 op->link ();
790 return op; 828 return op;
791} 829}
792 830
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 831void
804object::do_destroy () 832object::do_destroy ()
805{ 833{
806 attachable::do_destroy (); 834 attachable::do_destroy ();
807 835
812 remove_friendly_object (this); 840 remove_friendly_object (this);
813 841
814 if (!flag [FLAG_REMOVED]) 842 if (!flag [FLAG_REMOVED])
815 remove (); 843 remove ();
816 844
817 if (flag [FLAG_FREED]) 845 destroy_inv (true);
818 return; 846
847 deactivate ();
848 unlink ();
819 849
820 flag [FLAG_FREED] = 1; 850 flag [FLAG_FREED] = 1;
821 851
822 // hack to ensure that freed objects still have a valid map 852 // hack to ensure that freed objects still have a valid map
823 { 853 {
829 859
830 freed_map->name = "/internal/freed_objects_map"; 860 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 861 freed_map->width = 3;
832 freed_map->height = 3; 862 freed_map->height = 3;
833 863
834 freed_map->allocate (); 864 freed_map->alloc ();
865 freed_map->in_memory = MAP_IN_MEMORY;
835 } 866 }
836 867
837 map = freed_map; 868 map = freed_map;
838 x = 1; 869 x = 1;
839 y = 1; 870 y = 1;
840 } 871 }
841 872
842 more = 0;
843 head = 0; 873 head = 0;
844 inv = 0; 874
875 if (more)
876 {
877 more->destroy ();
878 more = 0;
879 }
845 880
846 // clear those pointers that likely might have circular references to us 881 // clear those pointers that likely might have circular references to us
847 owner = 0; 882 owner = 0;
848 enemy = 0; 883 enemy = 0;
849 attacked_by = 0; 884 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904} 885}
905 886
906void 887void
907object::destroy (bool destroy_inventory) 888object::destroy (bool destroy_inventory)
908{ 889{
909 if (destroyed ()) 890 if (destroyed ())
910 return; 891 return;
911 892
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 893 if (destroy_inventory)
920 destroy_inv (true); 894 destroy_inv (false);
921 895
922 attachable::destroy (); 896 attachable::destroy ();
923} 897}
924 898
925/* 899/*
943 * This function removes the object op from the linked list of objects 917 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 918 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 919 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 920 * environment, the x and y coordinates will be updated to
947 * the previous environment. 921 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 922 */
950void 923void
951object::remove () 924object::do_remove ()
952{ 925{
953 object *tmp, *last = 0; 926 object *tmp, *last = 0;
954 object *otmp; 927 object *otmp;
955 928
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 929 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 951 * to save cpu time.
979 */ 952 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 953 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 954 otmp->update_stats ();
982 955
983 if (above != NULL) 956 if (above)
984 above->below = below; 957 above->below = below;
985 else 958 else
986 env->inv = below; 959 env->inv = below;
987 960
988 if (below != NULL) 961 if (below)
989 below->above = above; 962 below->above = above;
990 963
991 /* we set up values so that it could be inserted into 964 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 965 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 966 * to the caller to decide what we want to do.
997 above = 0, below = 0; 970 above = 0, below = 0;
998 env = 0; 971 env = 0;
999 } 972 }
1000 else if (map) 973 else if (map)
1001 { 974 {
1002 /* Re did the following section of code - it looks like it had 975 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 976 {
977 // leaving a spot always closes any open container on the ground
978 if (container && !container->env)
979 // this causes spurious floorbox updates, but it ensures
980 // that the CLOSE event is being sent.
981 close_container ();
982
983 --map->players;
984 map->touch ();
985 }
986
987 map->dirty = true;
988 mapspace &ms = this->ms ();
1005 989
1006 /* link the object above us */ 990 /* link the object above us */
1007 if (above) 991 if (above)
1008 above->below = below; 992 above->below = below;
1009 else 993 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 994 ms.top = below; /* we were top, set new top */
1011 995
1012 /* Relink the object below us, if there is one */ 996 /* Relink the object below us, if there is one */
1013 if (below) 997 if (below)
1014 below->above = above; 998 below->above = above;
1015 else 999 else
1017 /* Nothing below, which means we need to relink map object for this space 1001 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1002 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1003 * evident
1020 */ 1004 */
1021 if (GET_MAP_OB (map, x, y) != this) 1005 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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); 1006 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1007
1032 map->at (x, y).bot = above; /* goes on above it. */ 1008 ms.bot = above; /* goes on above it. */
1033 } 1009 }
1034 1010
1035 above = 0; 1011 above = 0;
1036 below = 0; 1012 below = 0;
1037 1013
1038 if (map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1039 return; 1015 return;
1040 1016
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1018
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1019 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1020 {
1045 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1046 * being removed. 1022 * being removed.
1047 */ 1023 */
1048 1024
1060 1036
1061 if (tmp->contr->ns) 1037 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1038 tmp->contr->ns->floorbox_update ();
1063 } 1039 }
1064 1040
1065 /* See if player moving off should effect something */ 1041 /* See if object moving off should effect something */
1066 if (check_walk_off 1042 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1043 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1045 {
1070 move_apply (tmp, this, 0); 1046 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1048 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1050 }
1075 1051
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1053 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1054 if (tmp->above == tmp)
1079 tmp->above = 0; 1055 tmp->above = 0;
1080 1056
1081 last = tmp; 1057 last = tmp;
1082 } 1058 }
1083 1059
1084 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL if there are no objects on this space */
1061 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1062 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1063 map->at (x, y).flags_ = 0;
1087 else 1064 else
1088 update_object (last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1089 1066
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1068 update_all_los (map, x, y);
1127 } 1104 }
1128 1105
1129 return 0; 1106 return 0;
1130} 1107}
1131 1108
1109void
1110object::expand_tail ()
1111{
1112 if (more)
1113 return;
1114
1115 object *prev = this;
1116
1117 for (archetype *at = arch->more; at; at = at->more)
1118 {
1119 object *op = arch_to_object (at);
1120
1121 op->name = name;
1122 op->name_pl = name_pl;
1123 op->title = title;
1124
1125 op->head = this;
1126 prev->more = op;
1127
1128 prev = op;
1129 }
1130}
1131
1132/* 1132/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1134 * job preparing multi-part monsters.
1135 */ 1135 */
1136object * 1136object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1138{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1139 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1140 {
1146 tmp->x = x + tmp->arch->clone.x; 1141 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1142 tmp->y = y + tmp->arch->clone.y;
1148 } 1143 }
1149 1144
1171 * just 'op' otherwise 1166 * just 'op' otherwise
1172 */ 1167 */
1173object * 1168object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1170{
1171 assert (!op->flag [FLAG_FREED]);
1172
1176 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1174
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1175 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184 1176
1185 if (m == NULL) 1177#if 0
1186 { 1178 if (!m->active != !op->active)
1187 char *dump = dump_object (op); 1179 if (m->active)
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 op->activate_recursive ();
1189 free (dump); 1181 else
1190 return op; 1182 op->deactivate_recursive ();
1191 } 1183#endif
1192 1184
1193 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1194 { 1186 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1187 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1197#ifdef MANY_CORES 1188#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object 1189 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting 1190 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted. 1191 * improperly inserted.
1201 */ 1192 */
1202 abort (); 1193 abort ();
1203#endif 1194#endif
1204 free (dump);
1205 return op; 1195 return op;
1206 } 1196 }
1207 1197
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more; 1198 if (object *more = op->more)
1221 1199 {
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1200 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1201 {
1239 if (!op->head) 1202 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1203 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1204
1242 return 0; 1205 return 0;
1247 1210
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1211 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1212 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1213 * need extra work
1251 */ 1214 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1215 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1216 return 0;
1254 y = op->y; 1217
1218 op->map = m;
1219 mapspace &ms = op->ms ();
1255 1220
1256 /* this has to be done after we translate the coordinates. 1221 /* this has to be done after we translate the coordinates.
1257 */ 1222 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1223 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1224 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1225 if (object::can_merge (op, tmp))
1261 { 1226 {
1262 op->nrof += tmp->nrof; 1227 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1228 tmp->destroy ();
1264 } 1229 }
1281 op->below = originator->below; 1246 op->below = originator->below;
1282 1247
1283 if (op->below) 1248 if (op->below)
1284 op->below->above = op; 1249 op->below->above = op;
1285 else 1250 else
1286 op->ms ().bot = op; 1251 ms.bot = op;
1287 1252
1288 /* since *below* originator, no need to update top */ 1253 /* since *below* originator, no need to update top */
1289 originator->below = op; 1254 originator->below = op;
1290 } 1255 }
1291 else 1256 else
1292 { 1257 {
1258 top = ms.bot;
1259
1293 /* If there are other objects, then */ 1260 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1261 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1262 {
1296 object *last = NULL; 1263 object *last = 0;
1297 1264
1298 /* 1265 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1266 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1267 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1268 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1272 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1273 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1274 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1275 * that flying non pickable objects are spell objects.
1309 */ 1276 */
1310 1277 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1278 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1279 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1280 floor = top;
1315 1281
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1285 top = top->below;
1320 break; 1286 break;
1321 } 1287 }
1322 1288
1323 last = top; 1289 last = top;
1324 top = top->above;
1325 } 1290 }
1326 1291
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1292 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1293 top = last;
1329 1294
1331 * looks like instead of lots of conditions here. 1296 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1297 * makes things faster, and effectively the same result.
1333 */ 1298 */
1334 1299
1335 /* Have object 'fall below' other objects that block view. 1300 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1301 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1302 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1303 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1304 * stacking is a bit odd.
1340 */ 1305 */
1341 if (!(flag & INS_ON_TOP) && 1306 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1307 && ms.flags () & P_BLOCKSVIEW
1308 && (op->face && !faces [op->face].visibility))
1343 { 1309 {
1344 for (last = top; last != floor; last = last->below) 1310 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1311 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1312 break;
1313
1347 /* Check to see if we found the object that blocks view, 1314 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1315 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1316 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1317 * set top to the object below us.
1351 */ 1318 */
1353 top = last->below; 1320 top = last->below;
1354 } 1321 }
1355 } /* If objects on this space */ 1322 } /* If objects on this space */
1356 1323
1357 if (flag & INS_MAP_LOAD) 1324 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1325 top = ms.top;
1359 1326
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1327 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1328 top = floor;
1362 1329
1363 /* Top is the object that our object (op) is going to get inserted above. 1330 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1331 */
1365 1332
1366 /* First object on this space */ 1333 /* First object on this space */
1367 if (!top) 1334 if (!top)
1368 { 1335 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1336 op->above = ms.bot;
1370 1337
1371 if (op->above) 1338 if (op->above)
1372 op->above->below = op; 1339 op->above->below = op;
1373 1340
1374 op->below = NULL; 1341 op->below = 0;
1375 op->ms ().bot = op; 1342 ms.bot = op;
1376 } 1343 }
1377 else 1344 else
1378 { /* get inserted into the stack above top */ 1345 { /* get inserted into the stack above top */
1379 op->above = top->above; 1346 op->above = top->above;
1380 1347
1383 1350
1384 op->below = top; 1351 op->below = top;
1385 top->above = op; 1352 top->above = op;
1386 } 1353 }
1387 1354
1388 if (op->above == NULL) 1355 if (!op->above)
1389 op->ms ().top = op; 1356 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1357 } /* else not INS_BELOW_ORIGINATOR */
1391 1358
1392 if (op->type == PLAYER) 1359 if (op->type == PLAYER)
1360 {
1393 op->contr->do_los = 1; 1361 op->contr->do_los = 1;
1362 ++op->map->players;
1363 op->map->touch ();
1364 }
1365
1366 op->map->dirty = true;
1394 1367
1395 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1396 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1397 */ 1370 */
1398 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1372 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1373 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1374 pl->contr->ns->floorbox_update ();
1402 1375
1403 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1383 * of effect may be sufficient.
1411 */ 1384 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1414 1387
1452{ 1425{
1453 object *tmp, *tmp1; 1426 object *tmp, *tmp1;
1454 1427
1455 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1456 1429
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1432 tmp->destroy ();
1460 1433
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1435
1463 tmp1->x = op->x; 1436 tmp1->x = op->x;
1464 tmp1->y = op->y; 1437 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 return where->map->insert (this, where->x, where->y, originator, flags);
1466} 1445}
1467 1446
1468/* 1447/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1452 * global static errmsg array.
1474 */ 1453 */
1475
1476object * 1454object *
1477get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1478{ 1456{
1479 object *newob; 1457 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * the amount of an object. If the amount reaches 0, the object 1489 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1513 * 1491 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1493 */
1516
1517object * 1494object *
1518decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1519{ 1496{
1520 object *tmp; 1497 object *tmp;
1521 1498
1596 1573
1597/* 1574/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1576 * and also updates how much the environment(s) is/are carrying.
1600 */ 1577 */
1601
1602void 1578void
1603add_weight (object *op, signed long weight) 1579add_weight (object *op, signed long weight)
1604{ 1580{
1605 while (op != NULL) 1581 while (op != NULL)
1606 { 1582 {
1638 * inside the object environment. 1614 * inside the object environment.
1639 * 1615 *
1640 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1642 */ 1618 */
1643
1644object * 1619object *
1645object::insert (object *op) 1620object::insert (object *op)
1646{ 1621{
1647 object *tmp, *otmp; 1622 object *tmp, *otmp;
1648 1623
1744 * 1719 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1720 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1721 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1722 * on top.
1748 */ 1723 */
1749
1750int 1724int
1751check_move_on (object *op, object *originator) 1725check_move_on (object *op, object *originator)
1752{ 1726{
1753 object *tmp; 1727 object *tmp;
1754 maptile *m = op->map; 1728 maptile *m = op->map;
1781 1755
1782 /* The objects have to be checked from top to bottom. 1756 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1757 * Hence, we first go to the top:
1784 */ 1758 */
1785 1759
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1761 {
1788 /* Trim the search when we find the first other spell effect 1762 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1763 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1764 * we don't need to check all of them.
1791 */ 1765 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1785 {
1812 1786
1813 float 1787 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1788 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1789
1816 if (op->type == PLAYER) 1790 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1791 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1793 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
1850 */ 1824 */
1851object * 1825object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1826present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1827{
1854 if (m == NULL || out_of_map (m, x, y)) 1828 if (!m || out_of_map (m, x, y))
1855 { 1829 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1830 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1831 return NULL;
1858 } 1832 }
1859 1833
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1835 if (tmp->arch == at)
1862 return tmp; 1836 return tmp;
1863 1837
1864 return NULL; 1838 return NULL;
1865} 1839}
1876 { 1850 {
1877 LOG (llevError, "Present called outside map.\n"); 1851 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1852 return NULL;
1879 } 1853 }
1880 1854
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1856 if (tmp->type == type)
1883 return tmp; 1857 return tmp;
1884 1858
1885 return NULL; 1859 return NULL;
1886} 1860}
2026 } 2000 }
2027 2001
2028 if (!index) 2002 if (!index)
2029 return -1; 2003 return -1;
2030 2004
2031 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2032} 2006}
2033 2007
2034/* 2008/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2057{ 2031{
2058 arr += begin; 2032 arr += begin;
2059 end -= begin; 2033 end -= begin;
2060 2034
2061 while (--end) 2035 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2036 swap (arr [end], arr [rndm (end + 1)]);
2063} 2037}
2064 2038
2065/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2201 2175
2202 return 3; 2176 return 3;
2203} 2177}
2204 2178
2205/* 2179/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2182 */
2227
2228int 2183int
2229dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2230{ 2185{
2231 int d; 2186 int d;
2232 2187
2398 insert_ob_in_ob (object_create_clone (item), dst); 2353 insert_ob_in_ob (object_create_clone (item), dst);
2399 2354
2400 return dst; 2355 return dst;
2401} 2356}
2402 2357
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439}
2440
2441/* This returns the first object in who's inventory that 2358/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2359 * has the same type and subtype match.
2443 * returns NULL if no match. 2360 * returns NULL if no match.
2444 */ 2361 */
2445object * 2362object *
2498 if (link->key == canonical_key) 2415 if (link->key == canonical_key)
2499 return link->value; 2416 return link->value;
2500 2417
2501 return 0; 2418 return 0;
2502} 2419}
2503
2504 2420
2505/* 2421/*
2506 * Updates the canonical_key in op to value. 2422 * Updates the canonical_key in op to value.
2507 * 2423 *
2508 * canonical_key is a shared string (value doesn't have to be). 2424 * canonical_key is a shared string (value doesn't have to be).
2611 } 2527 }
2612 else 2528 else
2613 item = item->env; 2529 item = item->env;
2614} 2530}
2615 2531
2532
2533const char *
2534object::flag_desc (char *desc, int len) const
2535{
2536 char *p = desc;
2537 bool first = true;
2538
2539 *p = 0;
2540
2541 for (int i = 0; i < NUM_FLAGS; i++)
2542 {
2543 if (len <= 10) // magic constant!
2544 {
2545 snprintf (p, len, ",...");
2546 break;
2547 }
2548
2549 if (flag [i])
2550 {
2551 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2552 len -= cnt;
2553 p += cnt;
2554 first = false;
2555 }
2556 }
2557
2558 return desc;
2559}
2560
2616// return a suitable string describing an objetc in enough detail to find it 2561// return a suitable string describing an object in enough detail to find it
2617const char * 2562const char *
2618object::debug_desc (char *info) const 2563object::debug_desc (char *info) const
2619{ 2564{
2565 char flagdesc[512];
2620 char info2[256 * 3]; 2566 char info2[256 * 4];
2621 char *p = info; 2567 char *p = info;
2622 2568
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2569 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2570 count, uuid.seq,
2625 &name, 2571 &name,
2626 title ? " " : "", 2572 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2573 title ? (const char *)title : "",
2574 flag_desc (flagdesc, 512), type);
2628 2575
2629 if (env) 2576 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2577 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2578
2632 if (map) 2579 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2580 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2581
2635 return info; 2582 return info;
2636} 2583}
2637 2584
2638const char * 2585const char *
2639object::debug_desc () const 2586object::debug_desc () const
2640{ 2587{
2641 static char info[256 * 3]; 2588 static char info[256 * 4];
2642 return debug_desc (info); 2589 return debug_desc (info);
2643} 2590}
2644 2591
2592const char *
2593object::debug_desc2 () const
2594{
2595 static char info[256 * 4];
2596 return debug_desc (info);
2597}
2598
2599struct region *
2600object::region () const
2601{
2602 return map ? map->region (x, y)
2603 : region::default_region ();
2604}
2605
2606const materialtype_t *
2607object::dominant_material () const
2608{
2609 if (materialtype_t *mat = name_to_material (materialname))
2610 return mat;
2611
2612 // omfg this is slow, this has to be temporary :)
2613 shstr unknown ("unknown");
2614
2615 return name_to_material (unknown);
2616}
2617
2618void
2619object::open_container (object *new_container)
2620{
2621 if (container == new_container)
2622 return;
2623
2624 if (object *old_container = container)
2625 {
2626 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2627 return;
2628
2629#if 0
2630 // remove the "Close old_container" object.
2631 if (object *closer = old_container->inv)
2632 if (closer->type == CLOSE_CON)
2633 closer->destroy ();
2634#endif
2635
2636 old_container->flag [FLAG_APPLIED] = 0;
2637 container = 0;
2638
2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2641 }
2642
2643 if (new_container)
2644 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 return;
2647
2648 // TODO: this does not seem to serve any purpose anymore?
2649#if 0
2650 // insert the "Close Container" object.
2651 if (archetype *closer = new_container->other_arch)
2652 {
2653 object *closer = arch_to_object (new_container->other_arch);
2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2655 new_container->insert (closer);
2656 }
2657#endif
2658
2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2660
2661 new_container->flag [FLAG_APPLIED] = 1;
2662 container = new_container;
2663
2664 esrv_update_item (UPD_FLAGS, this, new_container);
2665 esrv_send_inventory (this, new_container);
2666 }
2667}
2668
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