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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.143 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 1); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
456 * refcounts and freeing the links. 455 * refcounts and freeing the links.
457 */ 456 */
458static void 457static void
459free_key_values (object *op) 458free_key_values (object *op)
460{ 459{
461 for (key_value *i = op->key_values; i != 0;) 460 for (key_value *i = op->key_values; i; )
462 { 461 {
463 key_value *next = i->next; 462 key_value *next = i->next;
464 delete i; 463 delete i;
465 464
466 i = next; 465 i = next;
467 } 466 }
468 467
469 op->key_values = 0; 468 op->key_values = 0;
470} 469}
471 470
472/* 471object &
473 * copy_to first frees everything allocated by the dst object, 472object::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{ 473{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 474 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 475 bool is_removed = flag [FLAG_REMOVED];
485 476
486 *(object_copy *)dst = *this; 477 *(object_copy *)this = src;
487 478
488 if (is_freed) 479 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 480 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;
496 481
497 /* Copy over key_values, if any. */ 482 /* Copy over key_values, if any. */
498 if (key_values) 483 if (src.key_values)
499 { 484 {
500 key_value *tail = 0; 485 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 486 key_values = 0;
504 487
505 for (i = key_values; i; i = i->next) 488 for (key_value *i = src.key_values; i; i = i->next)
506 { 489 {
507 key_value *new_link = new key_value; 490 key_value *new_link = new key_value;
508 491
509 new_link->next = 0; 492 new_link->next = 0;
510 new_link->key = i->key; 493 new_link->key = i->key;
511 new_link->value = i->value; 494 new_link->value = i->value;
512 495
513 /* Try and be clever here, too. */ 496 /* Try and be clever here, too. */
514 if (!dst->key_values) 497 if (!key_values)
515 { 498 {
516 dst->key_values = new_link; 499 key_values = new_link;
517 tail = new_link; 500 tail = new_link;
518 } 501 }
519 else 502 else
520 { 503 {
521 tail->next = new_link; 504 tail->next = new_link;
522 tail = new_link; 505 tail = new_link;
523 } 506 }
524 } 507 }
525 } 508 }
509}
526 510
527 update_ob_speed (dst); 511/*
512 * copy_to first frees everything allocated by the dst object,
513 * and then copies the contents of itself into the second
514 * object, allocating what needs to be allocated. Basically, any
515 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
516 * if the first object is freed, the pointers in the new object
517 * will point at garbage.
518 */
519void
520object::copy_to (object *dst)
521{
522 *dst = *this;
523
524 if (speed < 0)
525 dst->speed_left = speed_left - rndm ();
526
527 dst->set_speed (dst->speed);
528}
529
530void
531object::instantiate ()
532{
533 if (!uuid.seq) // HACK
534 uuid = gen_uuid ();
535
536 speed_left = -0.1f;
537 /* copy the body_info to the body_used - this is only really
538 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped.
542 */
543 memcpy (body_used, body_info, sizeof (body_used));
544
545 attachable::instantiate ();
528} 546}
529 547
530object * 548object *
531object::clone () 549object::clone ()
532{ 550{
538/* 556/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 557 * 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 558 * 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. 559 * be called to update the face variable, _and_ how it looks on the map.
542 */ 560 */
543
544void 561void
545update_turn_face (object *op) 562update_turn_face (object *op)
546{ 563{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 564 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 565 return;
566
549 SET_ANIMATION (op, op->direction); 567 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
551} 569}
552 570
553/* 571/*
554 * Updates the speed of an object. If the speed changes from 0 to another 572 * 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. 573 * 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. 574 * This function needs to be called whenever the speed of an object changes.
557 */ 575 */
558void 576void
559update_ob_speed (object *op) 577object::set_speed (float speed)
560{ 578{
561 extern int arch_init; 579 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 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 580 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 581 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 582 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 583 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 584
581 /* process_events() expects us to insert the object at the beginning 585 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 586
585 if (op->active_next != NULL) 587 if (has_active_speed ())
586 op->active_next->active_prev = op; 588 activate ();
587
588 active_objects = op;
589 }
590 else 589 else
591 { 590 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 591}
646 592
647/* 593/*
648 * update_object() updates the the map. 594 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 595 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 608 * UP_OBJ_FACE: only the objects face has changed.
663 */ 609 */
664void 610void
665update_object (object *op, int action) 611update_object (object *op, int action)
666{ 612{
667 MoveType move_on, move_off, move_block, move_slow;
668
669 if (op == NULL) 613 if (op == NULL)
670 { 614 {
671 /* this should never happen */ 615 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 616 LOG (llevDebug, "update_object() called for NULL object.\n");
673 return; 617 return;
697 return; 641 return;
698 } 642 }
699 643
700 mapspace &m = op->ms (); 644 mapspace &m = op->ms ();
701 645
702 if (m.flags_ & P_NEED_UPDATE) 646 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 647 /* nop */;
704 else if (action == UP_OBJ_INSERT) 648 else if (action == UP_OBJ_INSERT)
705 { 649 {
706 // this is likely overkill, TODO: revisit (schmorp) 650 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 651 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* This isn't perfect, but I don't expect a lot of objects to 660 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 661 * to have move_allow right now.
718 */ 662 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 663 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 665 m.flags_ = 0;
722 } 666 }
723 /* if the object is being removed, we can't make intelligent 667 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 668 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 669 * that is being removed.
726 */ 670 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 672 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 673 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 674 /* Nothing to do for that case */ ;
731 else 675 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 676 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 677
734 if (op->more) 678 if (op->more)
735 update_object (op->more, action); 679 update_object (op->more, action);
736} 680}
737 681
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 682object::object ()
742{ 683{
743 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
744 685
745 expmul = 1.0; 686 expmul = 1.0;
746 face = blank_face; 687 face = blank_face;
747} 688}
748 689
749object::~object () 690object::~object ()
750{ 691{
692 unlink ();
693
751 free_key_values (this); 694 free_key_values (this);
752} 695}
753 696
697static int object_count;
698
754void object::link () 699void object::link ()
755{ 700{
756 count = ++ob_count; 701 assert (!index);//D
757 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
758 704
759 prev = 0; 705 refcnt_inc ();
760 next = object::first; 706 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 707}
767 708
768void object::unlink () 709void object::unlink ()
769{ 710{
770 if (this == object::first) 711 if (!index)
771 object::first = next; 712 return;
772 713
773 /* Remove this object from the list of used objects */ 714 objects.erase (this);
774 if (prev) prev->next = next; 715 refcnt_dec ();
775 if (next) next->prev = prev; 716}
776 717
777 prev = 0; 718void
778 next = 0; 719object::activate ()
720{
721 /* If already on active list, don't do anything */
722 if (active)
723 return;
724
725 if (has_active_speed ())
726 actives.insert (this);
727}
728
729void
730object::activate_recursive ()
731{
732 activate ();
733
734 for (object *op = inv; op; op = op->below)
735 op->activate_recursive ();
736}
737
738/* This function removes object 'op' from the list of active
739 * objects.
740 * This should only be used for style maps or other such
741 * reference maps where you don't want an object that isn't
742 * in play chewing up cpu time getting processed.
743 * The reverse of this is to call update_ob_speed, which
744 * will do the right thing based on the speed of the object.
745 */
746void
747object::deactivate ()
748{
749 /* If not on the active list, nothing needs to be done */
750 if (!active)
751 return;
752
753 actives.erase (this);
754}
755
756void
757object::deactivate_recursive ()
758{
759 for (object *op = inv; op; op = op->below)
760 op->deactivate_recursive ();
761
762 deactivate ();
763}
764
765void
766object::set_flag_inv (int flag, int value)
767{
768 for (object *op = inv; op; op = op->below)
769 {
770 op->flag [flag] = value;
771 op->set_flag_inv (flag, value);
772 }
773}
774
775/*
776 * Remove and free all objects in the inventory of the given object.
777 * object.c ?
778 */
779void
780object::destroy_inv (bool drop_to_ground)
781{
782 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory,
786 // cf will crash below with off-map x and y
787 if (!inv)
788 return;
789
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
798 || ms ().move_block == MOVE_ALL)
799 {
800 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy ();
804 }
805 }
806 else
807 { /* Put objects in inventory onto this space */
808 while (inv)
809 {
810 object *op = inv;
811
812 if (op->flag [FLAG_STARTEQUIP]
813 || op->flag [FLAG_NO_DROP]
814 || op->type == RUNE
815 || op->type == TRAP
816 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH])
818 op->destroy ();
819 else
820 map->insert (op, x, y);
821 }
822 }
779} 823}
780 824
781object *object::create () 825object *object::create ()
782{ 826{
783 object *op = new object; 827 object *op = new object;
784 op->link (); 828 op->link ();
785 return op; 829 return op;
786} 830}
787 831
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 832void
799object::do_destroy () 833object::do_destroy ()
800{ 834{
801 attachable::do_destroy (); 835 attachable::do_destroy ();
802 836
807 remove_friendly_object (this); 841 remove_friendly_object (this);
808 842
809 if (!flag [FLAG_REMOVED]) 843 if (!flag [FLAG_REMOVED])
810 remove (); 844 remove ();
811 845
812 if (flag [FLAG_FREED]) 846 destroy_inv (true);
813 return; 847
848 deactivate ();
849 unlink ();
814 850
815 flag [FLAG_FREED] = 1; 851 flag [FLAG_FREED] = 1;
816 852
817 // hack to ensure that freed objects still have a valid map 853 // hack to ensure that freed objects still have a valid map
818 { 854 {
824 860
825 freed_map->name = "/internal/freed_objects_map"; 861 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3; 862 freed_map->width = 3;
827 freed_map->height = 3; 863 freed_map->height = 3;
828 864
829 freed_map->allocate (); 865 freed_map->alloc ();
866 freed_map->in_memory = MAP_IN_MEMORY;
830 } 867 }
831 868
832 map = freed_map; 869 map = freed_map;
833 x = 1; 870 x = 1;
834 y = 1; 871 y = 1;
835 } 872 }
836 873
837 more = 0;
838 head = 0; 874 head = 0;
839 inv = 0; 875
876 if (more)
877 {
878 more->destroy ();
879 more = 0;
880 }
840 881
841 // clear those pointers that likely might have circular references to us 882 // clear those pointers that likely might have circular references to us
842 owner = 0; 883 owner = 0;
843 enemy = 0; 884 enemy = 0;
844 attacked_by = 0; 885 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899} 886}
900 887
901void 888void
902object::destroy (bool destroy_inventory) 889object::destroy (bool destroy_inventory)
903{ 890{
904 if (destroyed ()) 891 if (destroyed ())
905 return; 892 return;
906 893
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 894 if (destroy_inventory)
915 destroy_inv (true); 895 destroy_inv (false);
916 896
917 attachable::destroy (); 897 attachable::destroy ();
918} 898}
919 899
920/* 900/*
938 * This function removes the object op from the linked list of objects 918 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 919 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 920 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 921 * environment, the x and y coordinates will be updated to
942 * the previous environment. 922 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 923 */
945void 924void
946object::remove () 925object::do_remove ()
947{ 926{
948 object *tmp, *last = 0; 927 object *tmp, *last = 0;
949 object *otmp; 928 object *otmp;
950 929
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 930 if (QUERY_FLAG (this, FLAG_REMOVED))
973 * to save cpu time. 952 * to save cpu time.
974 */ 953 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 954 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 955 otmp->update_stats ();
977 956
978 if (above != NULL) 957 if (above)
979 above->below = below; 958 above->below = below;
980 else 959 else
981 env->inv = below; 960 env->inv = below;
982 961
983 if (below != NULL) 962 if (below)
984 below->above = above; 963 below->above = above;
985 964
986 /* we set up values so that it could be inserted into 965 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 966 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 967 * to the caller to decide what we want to do.
992 above = 0, below = 0; 971 above = 0, below = 0;
993 env = 0; 972 env = 0;
994 } 973 }
995 else if (map) 974 else if (map)
996 { 975 {
997 /* Re did the following section of code - it looks like it had 976 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 977 {
978 // leaving a spot always closes any open container on the ground
979 if (container && !container->env)
980 // this causes spurious floorbox updates, but it ensures
981 // that the CLOSE event is being sent.
982 close_container ();
983
984 --map->players;
985 map->touch ();
986 }
987
988 map->dirty = true;
989 mapspace &ms = this->ms ();
1000 990
1001 /* link the object above us */ 991 /* link the object above us */
1002 if (above) 992 if (above)
1003 above->below = below; 993 above->below = below;
1004 else 994 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 995 ms.top = below; /* we were top, set new top */
1006 996
1007 /* Relink the object below us, if there is one */ 997 /* Relink the object below us, if there is one */
1008 if (below) 998 if (below)
1009 below->above = above; 999 below->above = above;
1010 else 1000 else
1012 /* Nothing below, which means we need to relink map object for this space 1002 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is 1003 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1004 * evident
1015 */ 1005 */
1016 if (GET_MAP_OB (map, x, y) != this) 1006 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "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); 1007 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 ());
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026 1008
1027 map->at (x, y).bot = above; /* goes on above it. */ 1009 ms.bot = above; /* goes on above it. */
1028 } 1010 }
1029 1011
1030 above = 0; 1012 above = 0;
1031 below = 0; 1013 below = 0;
1032 1014
1033 if (map->in_memory == MAP_SAVING) 1015 if (map->in_memory == MAP_SAVING)
1034 return; 1016 return;
1035 1017
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1018 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1019
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1020 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1021 {
1040 /* No point updating the players look faces if he is the object 1022 /* No point updating the players look faces if he is the object
1041 * being removed. 1023 * being removed.
1042 */ 1024 */
1043 1025
1055 1037
1056 if (tmp->contr->ns) 1038 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1039 tmp->contr->ns->floorbox_update ();
1058 } 1040 }
1059 1041
1060 /* See if player moving off should effect something */ 1042 /* See if object moving off should effect something */
1061 if (check_walk_off 1043 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1044 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1046 {
1065 move_apply (tmp, this, 0); 1047 move_apply (tmp, this, 0);
1067 if (destroyed ()) 1049 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1051 }
1070 1052
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072 1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1073 if (tmp->above == tmp) 1055 if (tmp->above == tmp)
1074 tmp->above = 0; 1056 tmp->above = 0;
1075 1057
1076 last = tmp; 1058 last = tmp;
1077 } 1059 }
1078 1060
1079 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL if there are no objects on this space */
1062 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1063 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1064 map->at (x, y).flags_ = 0;
1082 else 1065 else
1083 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1084 1067
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1069 update_all_los (map, x, y);
1122 } 1105 }
1123 1106
1124 return 0; 1107 return 0;
1125} 1108}
1126 1109
1110void
1111object::expand_tail ()
1112{
1113 if (more)
1114 return;
1115
1116 object *prev = this;
1117
1118 for (archetype *at = arch->more; at; at = at->more)
1119 {
1120 object *op = arch_to_object (at);
1121
1122 op->name = name;
1123 op->name_pl = name_pl;
1124 op->title = title;
1125
1126 op->head = this;
1127 prev->more = op;
1128
1129 prev = op;
1130 }
1131}
1132
1127/* 1133/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1134 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1135 * job preparing multi-part monsters.
1130 */ 1136 */
1131object * 1137object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1138insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1139{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1141 {
1141 tmp->x = x + tmp->arch->clone.x; 1142 tmp->x = x + tmp->arch->clone.x;
1142 tmp->y = y + tmp->arch->clone.y; 1143 tmp->y = y + tmp->arch->clone.y;
1143 } 1144 }
1144 1145
1166 * just 'op' otherwise 1167 * just 'op' otherwise
1167 */ 1168 */
1168object * 1169object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1171{
1172 assert (!op->flag [FLAG_FREED]);
1173
1171 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1172 sint16 x, y;
1173 1175
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1176 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179 1177
1180 if (m == NULL) 1178#if 0
1181 { 1179 if (!m->active != !op->active)
1182 char *dump = dump_object (op); 1180 if (m->active)
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1181 op->activate_recursive ();
1184 free (dump); 1182 else
1185 return op; 1183 op->deactivate_recursive ();
1186 } 1184#endif
1187 1185
1188 if (out_of_map (m, op->x, op->y)) 1186 if (out_of_map (m, op->x, op->y))
1189 { 1187 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1192#ifdef MANY_CORES 1189#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted. 1192 * improperly inserted.
1196 */ 1193 */
1197 abort (); 1194 abort ();
1198#endif 1195#endif
1199 free (dump);
1200 return op; 1196 return op;
1201 } 1197 }
1202 1198
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more; 1199 if (object *more = op->more)
1216 1200 {
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1201 if (!insert_ob_in_map (more, m, originator, flag))
1233 { 1202 {
1234 if (!op->head) 1203 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236 1205
1237 return 0; 1206 return 0;
1242 1211
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1212 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1213 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1214 * need extra work
1246 */ 1215 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1216 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1217 return 0;
1249 y = op->y; 1218
1219 op->map = m;
1220 mapspace &ms = op->ms ();
1250 1221
1251 /* this has to be done after we translate the coordinates. 1222 /* this has to be done after we translate the coordinates.
1252 */ 1223 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1224 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1225 for (tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1226 if (object::can_merge (op, tmp))
1256 { 1227 {
1257 op->nrof += tmp->nrof; 1228 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1229 tmp->destroy ();
1259 } 1230 }
1276 op->below = originator->below; 1247 op->below = originator->below;
1277 1248
1278 if (op->below) 1249 if (op->below)
1279 op->below->above = op; 1250 op->below->above = op;
1280 else 1251 else
1281 op->ms ().bot = op; 1252 ms.bot = op;
1282 1253
1283 /* since *below* originator, no need to update top */ 1254 /* since *below* originator, no need to update top */
1284 originator->below = op; 1255 originator->below = op;
1285 } 1256 }
1286 else 1257 else
1287 { 1258 {
1259 top = ms.bot;
1260
1288 /* If there are other objects, then */ 1261 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1262 if ((!(flag & INS_MAP_LOAD)) && top)
1290 { 1263 {
1291 object *last = NULL; 1264 object *last = 0;
1292 1265
1293 /* 1266 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1267 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1268 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1269 * Generally, we want to put the new object on top. But if
1300 * once we get to them. This reduces the need to traverse over all of 1273 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1274 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1275 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1276 * that flying non pickable objects are spell objects.
1304 */ 1277 */
1305 1278 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1279 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1280 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1281 floor = top;
1310 1282
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1283 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 top = top->below; 1286 top = top->below;
1315 break; 1287 break;
1316 } 1288 }
1317 1289
1318 last = top; 1290 last = top;
1319 top = top->above;
1320 } 1291 }
1321 1292
1322 /* Don't want top to be NULL, so set it to the last valid object */ 1293 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last; 1294 top = last;
1324 1295
1326 * looks like instead of lots of conditions here. 1297 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1298 * makes things faster, and effectively the same result.
1328 */ 1299 */
1329 1300
1330 /* Have object 'fall below' other objects that block view. 1301 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1302 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1303 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1304 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1305 * stacking is a bit odd.
1335 */ 1306 */
1336 if (!(flag & INS_ON_TOP) && 1307 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1308 && ms.flags () & P_BLOCKSVIEW
1309 && (op->face && !faces [op->face].visibility))
1338 { 1310 {
1339 for (last = top; last != floor; last = last->below) 1311 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1312 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1313 break;
1314
1342 /* Check to see if we found the object that blocks view, 1315 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1316 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1317 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1318 * set top to the object below us.
1346 */ 1319 */
1348 top = last->below; 1321 top = last->below;
1349 } 1322 }
1350 } /* If objects on this space */ 1323 } /* If objects on this space */
1351 1324
1352 if (flag & INS_MAP_LOAD) 1325 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y); 1326 top = ms.top;
1354 1327
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1328 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1329 top = floor;
1357 1330
1358 /* Top is the object that our object (op) is going to get inserted above. 1331 /* Top is the object that our object (op) is going to get inserted above.
1359 */ 1332 */
1360 1333
1361 /* First object on this space */ 1334 /* First object on this space */
1362 if (!top) 1335 if (!top)
1363 { 1336 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1337 op->above = ms.bot;
1365 1338
1366 if (op->above) 1339 if (op->above)
1367 op->above->below = op; 1340 op->above->below = op;
1368 1341
1369 op->below = NULL; 1342 op->below = 0;
1370 op->ms ().bot = op; 1343 ms.bot = op;
1371 } 1344 }
1372 else 1345 else
1373 { /* get inserted into the stack above top */ 1346 { /* get inserted into the stack above top */
1374 op->above = top->above; 1347 op->above = top->above;
1375 1348
1378 1351
1379 op->below = top; 1352 op->below = top;
1380 top->above = op; 1353 top->above = op;
1381 } 1354 }
1382 1355
1383 if (op->above == NULL) 1356 if (!op->above)
1384 op->ms ().top = op; 1357 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1358 } /* else not INS_BELOW_ORIGINATOR */
1386 1359
1387 if (op->type == PLAYER) 1360 if (op->type == PLAYER)
1361 {
1388 op->contr->do_los = 1; 1362 op->contr->do_los = 1;
1363 ++op->map->players;
1364 op->map->touch ();
1365 }
1366
1367 op->map->dirty = true;
1389 1368
1390 /* If we have a floor, we know the player, if any, will be above 1369 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1370 * it, so save a few ticks and start from there.
1392 */ 1371 */
1393 if (!(flag & INS_MAP_LOAD)) 1372 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1373 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1374 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1375 pl->contr->ns->floorbox_update ();
1397 1376
1398 /* If this object glows, it may affect lighting conditions that are 1377 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1378 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1379 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1380 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1381 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1382 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1383 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1384 * of effect may be sufficient.
1406 */ 1385 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1386 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1387 update_all_los (op->map, op->x, op->y);
1409 1388
1447{ 1426{
1448 object *tmp, *tmp1; 1427 object *tmp, *tmp1;
1449 1428
1450 /* first search for itself and remove any old instances */ 1429 /* first search for itself and remove any old instances */
1451 1430
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1433 tmp->destroy ();
1455 1434
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1435 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1436
1458 tmp1->x = op->x; 1437 tmp1->x = op->x;
1459 tmp1->y = op->y; 1438 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1439 insert_ob_in_map (tmp1, op->map, op, 0);
1440}
1441
1442object *
1443object::insert_at (object *where, object *originator, int flags)
1444{
1445 return where->map->insert (this, where->x, where->y, originator, flags);
1461} 1446}
1462 1447
1463/* 1448/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1449 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains 1450 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1451 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1452 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1453 * global static errmsg array.
1469 */ 1454 */
1470
1471object * 1455object *
1472get_split_ob (object *orig_ob, uint32 nr) 1456get_split_ob (object *orig_ob, uint32 nr)
1473{ 1457{
1474 object *newob; 1458 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1459 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 * the amount of an object. If the amount reaches 0, the object 1490 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1491 * is subsequently removed and freed.
1508 * 1492 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1493 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1494 */
1511
1512object * 1495object *
1513decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1514{ 1497{
1515 object *tmp; 1498 object *tmp;
1516 1499
1591 1574
1592/* 1575/*
1593 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1595 */ 1578 */
1596
1597void 1579void
1598add_weight (object *op, signed long weight) 1580add_weight (object *op, signed long weight)
1599{ 1581{
1600 while (op != NULL) 1582 while (op != NULL)
1601 { 1583 {
1633 * inside the object environment. 1615 * inside the object environment.
1634 * 1616 *
1635 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1637 */ 1619 */
1638
1639object * 1620object *
1640object::insert (object *op) 1621object::insert (object *op)
1641{ 1622{
1642 object *tmp, *otmp; 1623 object *tmp, *otmp;
1643 1624
1739 * 1720 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1721 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1722 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1723 * on top.
1743 */ 1724 */
1744
1745int 1725int
1746check_move_on (object *op, object *originator) 1726check_move_on (object *op, object *originator)
1747{ 1727{
1748 object *tmp; 1728 object *tmp;
1749 maptile *m = op->map; 1729 maptile *m = op->map;
1776 1756
1777 /* The objects have to be checked from top to bottom. 1757 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1758 * Hence, we first go to the top:
1779 */ 1759 */
1780 1760
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1761 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1762 {
1783 /* Trim the search when we find the first other spell effect 1763 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1764 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1765 * we don't need to check all of them.
1786 */ 1766 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1784 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1785 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1786 {
1807 1787
1808 float 1788 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1789 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1790
1811 if (op->type == PLAYER) 1791 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1792 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1793 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1794 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1824 * The first matching object is returned, or NULL if none.
1845 */ 1825 */
1846object * 1826object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1827present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1828{
1849 if (m == NULL || out_of_map (m, x, y)) 1829 if (!m || out_of_map (m, x, y))
1850 { 1830 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1831 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1832 return NULL;
1853 } 1833 }
1854 1834
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1836 if (tmp->arch == at)
1857 return tmp; 1837 return tmp;
1858 1838
1859 return NULL; 1839 return NULL;
1860} 1840}
1871 { 1851 {
1872 LOG (llevError, "Present called outside map.\n"); 1852 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1853 return NULL;
1874 } 1854 }
1875 1855
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1857 if (tmp->type == type)
1878 return tmp; 1858 return tmp;
1879 1859
1880 return NULL; 1860 return NULL;
1881} 1861}
2021 } 2001 }
2022 2002
2023 if (!index) 2003 if (!index)
2024 return -1; 2004 return -1;
2025 2005
2026 return altern[RANDOM () % index]; 2006 return altern [rndm (index)];
2027} 2007}
2028 2008
2029/* 2009/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2010 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2011 * find_free_spot(), but it will search max number of squares.
2052{ 2032{
2053 arr += begin; 2033 arr += begin;
2054 end -= begin; 2034 end -= begin;
2055 2035
2056 while (--end) 2036 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2037 swap (arr [end], arr [rndm (end + 1)]);
2058} 2038}
2059 2039
2060/* new function to make monster searching more efficient, and effective! 2040/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2041 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2042 * the spaces to find monsters. In this way, it won't always look for
2196 2176
2197 return 3; 2177 return 3;
2198} 2178}
2199 2179
2200/* 2180/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2183 */
2222
2223int 2184int
2224dirdiff (int dir1, int dir2) 2185dirdiff (int dir1, int dir2)
2225{ 2186{
2226 int d; 2187 int d;
2227 2188
2393 insert_ob_in_ob (object_create_clone (item), dst); 2354 insert_ob_in_ob (object_create_clone (item), dst);
2394 2355
2395 return dst; 2356 return dst;
2396} 2357}
2397 2358
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2359/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2360 * has the same type and subtype match.
2438 * returns NULL if no match. 2361 * returns NULL if no match.
2439 */ 2362 */
2440object * 2363object *
2493 if (link->key == canonical_key) 2416 if (link->key == canonical_key)
2494 return link->value; 2417 return link->value;
2495 2418
2496 return 0; 2419 return 0;
2497} 2420}
2498
2499 2421
2500/* 2422/*
2501 * Updates the canonical_key in op to value. 2423 * Updates the canonical_key in op to value.
2502 * 2424 *
2503 * canonical_key is a shared string (value doesn't have to be). 2425 * canonical_key is a shared string (value doesn't have to be).
2606 } 2528 }
2607 else 2529 else
2608 item = item->env; 2530 item = item->env;
2609} 2531}
2610 2532
2533
2534const char *
2535object::flag_desc (char *desc, int len) const
2536{
2537 char *p = desc;
2538 bool first = true;
2539
2540 *p = 0;
2541
2542 for (int i = 0; i < NUM_FLAGS; i++)
2543 {
2544 if (len <= 10) // magic constant!
2545 {
2546 snprintf (p, len, ",...");
2547 break;
2548 }
2549
2550 if (flag [i])
2551 {
2552 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2553 len -= cnt;
2554 p += cnt;
2555 first = false;
2556 }
2557 }
2558
2559 return desc;
2560}
2561
2611// return a suitable string describing an objetc in enough detail to find it 2562// return a suitable string describing an object in enough detail to find it
2612const char * 2563const char *
2613object::debug_desc (char *info) const 2564object::debug_desc (char *info) const
2614{ 2565{
2566 char flagdesc[512];
2615 char info2[256 * 3]; 2567 char info2[256 * 4];
2616 char *p = info; 2568 char *p = info;
2617 2569
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2570 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, 2571 count, uuid.seq,
2620 &name, 2572 &name,
2621 title ? " " : "", 2573 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2574 title ? (const char *)title : "",
2575 flag_desc (flagdesc, 512), type);
2623 2576
2624 if (env) 2577 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2579
2627 if (map) 2580 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2581 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2582
2630 return info; 2583 return info;
2631} 2584}
2632 2585
2633const char * 2586const char *
2634object::debug_desc () const 2587object::debug_desc () const
2635{ 2588{
2636 static char info[256 * 3]; 2589 static char info[3][256 * 4];
2590 static int info_idx;
2591
2637 return debug_desc (info); 2592 return debug_desc (info [++info_idx % 3]);
2638} 2593}
2639 2594
2595struct region *
2596object::region () const
2597{
2598 return map ? map->region (x, y)
2599 : region::default_region ();
2600}
2601
2602const materialtype_t *
2603object::dominant_material () const
2604{
2605 if (materialtype_t *mat = name_to_material (materialname))
2606 return mat;
2607
2608 // omfg this is slow, this has to be temporary :)
2609 shstr unknown ("unknown");
2610
2611 return name_to_material (unknown);
2612}
2613
2614void
2615object::open_container (object *new_container)
2616{
2617 if (container == new_container)
2618 return;
2619
2620 if (object *old_container = container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 old_container->flag [FLAG_APPLIED] = 0;
2633 container = 0;
2634
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637 }
2638
2639 if (new_container)
2640 {
2641 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2642 return;
2643
2644 // TODO: this does not seem to serve any purpose anymore?
2645#if 0
2646 // insert the "Close Container" object.
2647 if (archetype *closer = new_container->other_arch)
2648 {
2649 object *closer = arch_to_object (new_container->other_arch);
2650 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2651 new_container->insert (closer);
2652 }
2653#endif
2654
2655 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2656
2657 new_container->flag [FLAG_APPLIED] = 1;
2658 container = new_container;
2659
2660 esrv_update_item (UPD_FLAGS, this, new_container);
2661 esrv_send_inventory (this, new_container);
2662 }
2663}
2664
2665

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