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Comparing deliantra/server/common/object.C (file contents):
Revision 1.89 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 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}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
455/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 466 * refcounts and freeing the links.
457 */ 467 */
458static void 468static void
459free_key_values (object *op) 469free_key_values (object *op)
460{ 470{
461 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
462 { 472 {
463 key_value *next = i->next; 473 key_value *next = i->next;
464 delete i; 474 delete i;
465 475
466 i = next; 476 i = next;
467 } 477 }
468 478
469 op->key_values = 0; 479 op->key_values = 0;
470} 480}
471 481
472/* 482object &
473 * copy_to first frees everything allocated by the dst object, 483object::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{ 484{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
485 487
486 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
487 489
488 if (is_freed) 490 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 491 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;
496 492
497 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
498 if (key_values) 494 if (src.key_values)
499 { 495 {
500 key_value *tail = 0; 496 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 497 key_values = 0;
504 498
505 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
506 { 500 {
507 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
508 502
509 new_link->next = 0; 503 new_link->next = 0;
510 new_link->key = i->key; 504 new_link->key = i->key;
511 new_link->value = i->value; 505 new_link->value = i->value;
512 506
513 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
514 if (!dst->key_values) 508 if (!key_values)
515 { 509 {
516 dst->key_values = new_link; 510 key_values = new_link;
517 tail = new_link; 511 tail = new_link;
518 } 512 }
519 else 513 else
520 { 514 {
521 tail->next = new_link; 515 tail->next = new_link;
522 tail = new_link; 516 tail = new_link;
523 } 517 }
524 } 518 }
525 } 519 }
520}
521
522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
526 537
527 dst->set_speed (dst->speed); 538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
528} 557}
529 558
530object * 559object *
531object::clone () 560object::clone ()
532{ 561{
538/* 567/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 568 * 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 569 * 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. 570 * be called to update the face variable, _and_ how it looks on the map.
542 */ 571 */
543
544void 572void
545update_turn_face (object *op) 573update_turn_face (object *op)
546{ 574{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 575 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 576 return;
577
549 SET_ANIMATION (op, op->direction); 578 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
551} 580}
552 581
553/* 582/*
556 * This function needs to be called whenever the speed of an object changes. 585 * This function needs to be called whenever the speed of an object changes.
557 */ 586 */
558void 587void
559object::set_speed (float speed) 588object::set_speed (float speed)
560{ 589{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 590 if (flag [FLAG_FREED] && speed)
567 { 591 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 592 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 593 speed = 0;
570 } 594 }
571 595
572 this->speed = speed; 596 this->speed = speed;
573 597
574 if (arch_init) 598 if (has_active_speed ())
575 return; 599 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 600 else
593 { 601 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 602}
648 603
649/* 604/*
650 * update_object() updates the the map. 605 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
665 */ 620 */
666void 621void
667update_object (object *op, int action) 622update_object (object *op, int action)
668{ 623{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 624 if (op == NULL)
672 { 625 {
673 /* this should never happen */ 626 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 628 return;
699 return; 652 return;
700 } 653 }
701 654
702 mapspace &m = op->ms (); 655 mapspace &m = op->ms ();
703 656
704 if (m.flags_ & P_NEED_UPDATE) 657 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 658 /* nop */;
706 else if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
707 { 660 {
708 // this is likely overkill, TODO: revisit (schmorp) 661 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 662 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 671 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 672 * to have move_allow right now.
720 */ 673 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 674 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 676 m.flags_ = 0;
724 } 677 }
725 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 680 * that is being removed.
728 */ 681 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 683 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
733 else 686 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 688
736 if (op->more) 689 if (op->more)
737 update_object (op->more, action); 690 update_object (op->more, action);
738} 691}
739 692
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 693object::object ()
744{ 694{
745 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
746 696
747 expmul = 1.0; 697 expmul = 1.0;
748 face = blank_face; 698 face = blank_face;
749} 699}
750 700
751object::~object () 701object::~object ()
752{ 702{
703 unlink ();
704
753 free_key_values (this); 705 free_key_values (this);
754} 706}
755 707
708static int object_count;
709
756void object::link () 710void object::link ()
757{ 711{
758 count = ++ob_count; 712 assert (!index);//D
759 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
760 715
761 prev = 0; 716 refcnt_inc ();
762 next = object::first; 717 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 718}
769 719
770void object::unlink () 720void object::unlink ()
771{ 721{
772 if (this == object::first) 722 if (!index)
773 object::first = next; 723 return;
774 724
775 /* Remove this object from the list of used objects */ 725 objects.erase (this);
776 if (prev) prev->next = next; 726 refcnt_dec ();
777 if (next) next->prev = prev; 727}
778 728
779 prev = 0; 729void
780 next = 0; 730object::activate ()
731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
735
736 if (has_active_speed ())
737 actives.insert (this);
738}
739
740void
741object::activate_recursive ()
742{
743 activate ();
744
745 for (object *op = inv; op; op = op->below)
746 op->activate_recursive ();
747}
748
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758object::deactivate ()
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!active)
762 return;
763
764 actives.erase (this);
765}
766
767void
768object::deactivate_recursive ()
769{
770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
781} 784}
782 785
783/* 786/*
784 * Remove and free all objects in the inventory of the given object. 787 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 788 * object.c ?
786 */ 789 */
787void 790void
788object::destroy_inv (bool drop_to_ground) 791object::destroy_inv (bool drop_to_ground)
789{ 792{
793 // need to check first, because the checks below might segfault
794 // as we might be on an invalid mapspace and crossfire code
795 // is too buggy to ensure that the inventory is empty.
796 // corollary: if you create arrows etc. with stuff in tis inventory,
797 // cf will crash below with off-map x and y
798 if (!inv)
799 return;
800
790 /* Only if the space blocks everything do we not process - 801 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 802 * if some form of movement is allowed, let objects
792 * drop on that space. 803 * drop on that space.
793 */ 804 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 805 if (!drop_to_ground
806 || !map
807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
809 || ms ().move_block == MOVE_ALL)
795 { 810 {
796 while (inv) 811 while (inv)
812 {
813 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 814 inv->destroy ();
815 }
798 } 816 }
799 else 817 else
800 { /* Put objects in inventory onto this space */ 818 { /* Put objects in inventory onto this space */
801 while (inv) 819 while (inv)
802 { 820 {
804 822
805 if (op->flag [FLAG_STARTEQUIP] 823 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 824 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 825 || op->type == RUNE
808 || op->type == TRAP 826 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 829 op->destroy ();
811 else 830 else
812 { 831 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 832 }
819 } 833 }
820} 834}
821 835
822object *object::create () 836object *object::create ()
838 remove_friendly_object (this); 852 remove_friendly_object (this);
839 853
840 if (!flag [FLAG_REMOVED]) 854 if (!flag [FLAG_REMOVED])
841 remove (); 855 remove ();
842 856
843 if (flag [FLAG_FREED]) 857 destroy_inv (true);
844 return; 858
859 deactivate ();
860 unlink ();
845 861
846 flag [FLAG_FREED] = 1; 862 flag [FLAG_FREED] = 1;
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851 863
852 // hack to ensure that freed objects still have a valid map 864 // hack to ensure that freed objects still have a valid map
853 { 865 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 866 static maptile *freed_map; // freed objects are moved here to avoid crashes
855 867
859 871
860 freed_map->name = "/internal/freed_objects_map"; 872 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 873 freed_map->width = 3;
862 freed_map->height = 3; 874 freed_map->height = 3;
863 875
864 freed_map->allocate (); 876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
865 } 878 }
866 879
867 map = freed_map; 880 map = freed_map;
868 x = 1; 881 x = 1;
869 y = 1; 882 y = 1;
879 892
880 // clear those pointers that likely might have circular references to us 893 // clear those pointers that likely might have circular references to us
881 owner = 0; 894 owner = 0;
882 enemy = 0; 895 enemy = 0;
883 attacked_by = 0; 896 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 897}
888 898
889void 899void
890object::destroy (bool destroy_inventory) 900object::destroy (bool destroy_inventory)
891{ 901{
919 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
920 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
923 * the previous environment. 933 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 934 */
926void 935void
927object::remove () 936object::do_remove ()
928{ 937{
929 object *tmp, *last = 0; 938 object *tmp, *last = 0;
930 object *otmp; 939 object *otmp;
931 940
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
954 * to save cpu time. 963 * to save cpu time.
955 */ 964 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 965 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 966 otmp->update_stats ();
958 967
959 if (above != NULL) 968 if (above)
960 above->below = below; 969 above->below = below;
961 else 970 else
962 env->inv = below; 971 env->inv = below;
963 972
964 if (below != NULL) 973 if (below)
965 below->above = above; 974 below->above = above;
966 975
967 /* we set up values so that it could be inserted into 976 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 977 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 978 * to the caller to decide what we want to do.
973 above = 0, below = 0; 982 above = 0, below = 0;
974 env = 0; 983 env = 0;
975 } 984 }
976 else if (map) 985 else if (map)
977 { 986 {
978 /* Re did the following section of code - it looks like it had 987 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
995 --map->players;
996 map->touch ();
997 }
998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
981 1001
982 /* link the object above us */ 1002 /* link the object above us */
983 if (above) 1003 if (above)
984 above->below = below; 1004 above->below = below;
985 else 1005 else
986 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
987 1007
988 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
989 if (below) 1009 if (below)
990 below->above = above; 1010 below->above = above;
991 else 1011 else
993 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
995 * evident 1015 * evident
996 */ 1016 */
997 if (GET_MAP_OB (map, x, y) != this) 1017 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1018 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007 1019
1008 map->at (x, y).bot = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
1009 } 1021 }
1010 1022
1011 above = 0; 1023 above = 0;
1012 below = 0; 1024 below = 0;
1013 1025
1014 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1015 return; 1027 return;
1016 1028
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1030
1019 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1032 {
1021 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1022 * being removed. 1034 * being removed.
1023 */ 1035 */
1024 1036
1036 1048
1037 if (tmp->contr->ns) 1049 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1050 tmp->contr->ns->floorbox_update ();
1039 } 1051 }
1040 1052
1041 /* See if player moving off should effect something */ 1053 /* See if object moving off should effect something */
1042 if (check_walk_off 1054 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1055 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1057 {
1046 move_apply (tmp, this, 0); 1058 move_apply (tmp, this, 0);
1048 if (destroyed ()) 1060 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1062 }
1051 1063
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 if (tmp->above == tmp) 1066 if (tmp->above == tmp)
1055 tmp->above = 0; 1067 tmp->above = 0;
1056 1068
1057 last = tmp; 1069 last = tmp;
1058 } 1070 }
1059 1071
1060 /* last == NULL of there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object?
1061 if (!last) 1074 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE; 1075 map->at (x, y).flags_ = 0;
1063 else 1076 else
1064 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1065 1078
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1080 update_all_los (map, x, y);
1103 } 1116 }
1104 1117
1105 return 0; 1118 return 0;
1106} 1119}
1107 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1108/* 1144/*
1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1110 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1111 */ 1147 */
1112object * 1148object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1150{
1115 object *tmp;
1116
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1152 {
1122 tmp->x = x + tmp->arch->clone.x; 1153 tmp->x = x + tmp->arch->clone.x;
1123 tmp->y = y + tmp->arch->clone.y; 1154 tmp->y = y + tmp->arch->clone.y;
1124 } 1155 }
1125 1156
1147 * just 'op' otherwise 1178 * just 'op' otherwise
1148 */ 1179 */
1149object * 1180object *
1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1151{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1152 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1153 sint16 x, y;
1154 1186
1155 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1156 {
1157 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL;
1159 }
1160 1188
1161 if (m == NULL) 1189#if 0
1162 { 1190 if (!m->active != !op->active)
1163 char *dump = dump_object (op); 1191 if (m->active)
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1165 free (dump); 1193 else
1166 return op; 1194 op->deactivate_recursive ();
1167 } 1195#endif
1168 1196
1169 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1170 { 1198 {
1171 char *dump = dump_object (op);
1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1173#ifdef MANY_CORES 1200#ifdef MANY_CORES
1174 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1175 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1176 * improperly inserted. 1203 * improperly inserted.
1177 */ 1204 */
1178 abort (); 1205 abort ();
1179#endif 1206#endif
1180 free (dump);
1181 return op; 1207 return op;
1182 } 1208 }
1183 1209
1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1185 {
1186 char *dump = dump_object (op);
1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1189 return op;
1190 }
1191
1192 if (op->more)
1193 {
1194 /* The part may be on a different map. */
1195
1196 object *more = op->more; 1210 if (object *more = op->more)
1197 1211 {
1198 /* We really need the caller to normalize coordinates - if
1199 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it.
1202 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map)
1206 {
1207 /* For backwards compatibility - when not dealing with tiled maps,
1208 * more->map should always point to the parent.
1209 */
1210 more->map = m;
1211 }
1212
1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1214 { 1213 {
1215 if (!op->head) 1214 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217 1216
1218 return 0; 1217 return 0;
1223 1222
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1226 * need extra work 1225 * need extra work
1227 */ 1226 */
1228 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1229 x = op->x; 1228 return 0;
1230 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1231 1232
1232 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1233 */ 1234 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1237 { 1238 {
1238 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1240 tmp->destroy ();
1240 } 1241 }
1257 op->below = originator->below; 1258 op->below = originator->below;
1258 1259
1259 if (op->below) 1260 if (op->below)
1260 op->below->above = op; 1261 op->below->above = op;
1261 else 1262 else
1262 op->ms ().bot = op; 1263 ms.bot = op;
1263 1264
1264 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1265 originator->below = op; 1266 originator->below = op;
1266 } 1267 }
1267 else 1268 else
1268 { 1269 {
1270 top = ms.bot;
1271
1269 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1271 { 1274 {
1272 object *last = NULL; 1275 object *last = 0;
1273 1276
1274 /* 1277 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1279 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1280 * Generally, we want to put the new object on top. But if
1281 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1285 */ 1288 */
1286 1289 for (top = ms.bot; top; top = top->above)
1287 while (top != NULL)
1288 { 1290 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1290 floor = top; 1292 floor = top;
1291 1293
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 top = top->below; 1297 top = top->below;
1296 break; 1298 break;
1297 } 1299 }
1298 1300
1299 last = top; 1301 last = top;
1300 top = top->above;
1301 } 1302 }
1302 1303
1303 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1304 top = last; 1305 top = last;
1305 1306
1307 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1308 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1309 */ 1310 */
1310 1311
1311 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1312 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1313 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1314 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1315 * stacking is a bit odd. 1316 * stacking is a bit odd.
1316 */ 1317 */
1317 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1319 { 1321 {
1320 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break; 1324 break;
1325
1323 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1324 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1325 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1326 * set top to the object below us. 1329 * set top to the object below us.
1327 */ 1330 */
1329 top = last->below; 1332 top = last->below;
1330 } 1333 }
1331 } /* If objects on this space */ 1334 } /* If objects on this space */
1332 1335
1333 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1334 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1335 1338
1336 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor; 1340 top = floor;
1338 1341
1339 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1340 */ 1343 */
1341 1344
1342 /* First object on this space */ 1345 /* First object on this space */
1343 if (!top) 1346 if (!top)
1344 { 1347 {
1345 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1346 1349
1347 if (op->above) 1350 if (op->above)
1348 op->above->below = op; 1351 op->above->below = op;
1349 1352
1350 op->below = NULL; 1353 op->below = 0;
1351 op->ms ().bot = op; 1354 ms.bot = op;
1352 } 1355 }
1353 else 1356 else
1354 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1355 op->above = top->above; 1358 op->above = top->above;
1356 1359
1359 1362
1360 op->below = top; 1363 op->below = top;
1361 top->above = op; 1364 top->above = op;
1362 } 1365 }
1363 1366
1364 if (op->above == NULL) 1367 if (!op->above)
1365 op->ms ().top = op; 1368 ms.top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1367 1370
1368 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1372 {
1369 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1374 ++op->map->players;
1375 op->map->touch ();
1376 }
1377
1378 op->map->dirty = true;
1370 1379
1371 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1372 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1373 */ 1382 */
1374 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1375 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1376 if (pl->contr->ns) 1385 if (pl->contr->ns)
1377 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1378 1387
1379 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1380 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1390 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1391 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1392 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1395 * of effect may be sufficient.
1387 */ 1396 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1390 1399
1428{ 1437{
1429 object *tmp, *tmp1; 1438 object *tmp, *tmp1;
1430 1439
1431 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1432 1441
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1435 tmp->destroy (); 1444 tmp->destroy ();
1436 1445
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1438 1447
1439 tmp1->x = op->x; 1448 tmp1->x = op->x;
1440 tmp1->y = op->y; 1449 tmp1->y = op->y;
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1450 insert_ob_in_map (tmp1, op->map, op, 0);
1451}
1452
1453object *
1454object::insert_at (object *where, object *originator, int flags)
1455{
1456 return where->map->insert (this, where->x, where->y, originator, flags);
1442} 1457}
1443 1458
1444/* 1459/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0). 1462 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the 1463 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array. 1464 * global static errmsg array.
1450 */ 1465 */
1451
1452object * 1466object *
1453get_split_ob (object *orig_ob, uint32 nr) 1467get_split_ob (object *orig_ob, uint32 nr)
1454{ 1468{
1455 object *newob; 1469 object *newob;
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1487 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1488 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1489 * 1503 *
1490 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1491 */ 1505 */
1492
1493object * 1506object *
1494decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1495{ 1508{
1496 object *tmp; 1509 object *tmp;
1497 1510
1572 1585
1573/* 1586/*
1574 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1575 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1576 */ 1589 */
1577
1578void 1590void
1579add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1580{ 1592{
1581 while (op != NULL) 1593 while (op != NULL)
1582 { 1594 {
1614 * inside the object environment. 1626 * inside the object environment.
1615 * 1627 *
1616 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1618 */ 1630 */
1619
1620object * 1631object *
1621object::insert (object *op) 1632object::insert (object *op)
1622{ 1633{
1623 object *tmp, *otmp; 1634 object *tmp, *otmp;
1624 1635
1720 * 1731 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1732 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1733 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1734 * on top.
1724 */ 1735 */
1725
1726int 1736int
1727check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1728{ 1738{
1729 object *tmp; 1739 object *tmp;
1730 maptile *m = op->map; 1740 maptile *m = op->map;
1757 1767
1758 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1760 */ 1770 */
1761 1771
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1773 {
1764 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1776 * we don't need to check all of them.
1767 */ 1777 */
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1797 {
1788 1798
1789 float 1799 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1801
1792 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1805 diff /= 4.0;
1825 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1826 */ 1836 */
1827object * 1837object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1839{
1830 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
1831 { 1841 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1843 return NULL;
1834 } 1844 }
1835 1845
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1847 if (tmp->arch == at)
1838 return tmp; 1848 return tmp;
1839 1849
1840 return NULL; 1850 return NULL;
1841} 1851}
1852 { 1862 {
1853 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1864 return NULL;
1855 } 1865 }
1856 1866
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1868 if (tmp->type == type)
1859 return tmp; 1869 return tmp;
1860 1870
1861 return NULL; 1871 return NULL;
1862} 1872}
2002 } 2012 }
2003 2013
2004 if (!index) 2014 if (!index)
2005 return -1; 2015 return -1;
2006 2016
2007 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2008} 2018}
2009 2019
2010/* 2020/*
2011 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2012 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2033{ 2043{
2034 arr += begin; 2044 arr += begin;
2035 end -= begin; 2045 end -= begin;
2036 2046
2037 while (--end) 2047 while (--end)
2038 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2039} 2049}
2040 2050
2041/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2042 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2043 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2177 2187
2178 return 3; 2188 return 3;
2179} 2189}
2180 2190
2181/* 2191/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int
2188absdir (int d)
2189{
2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2196 return d;
2197}
2198
2199/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2194 */
2203
2204int 2195int
2205dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2206{ 2197{
2207 int d; 2198 int d;
2208 2199
2374 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2375 2366
2376 return dst; 2367 return dst;
2377} 2368}
2378 2369
2379/* GROS - Creates an object using a string representing its content. */
2380/* Basically, we save the content of the string to a temp file, then call */
2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2382/* but it was simple to make and allows reusing the load_object function. */
2383/* Remember not to use load_object_str in a time-critical situation. */
2384/* Also remember that multiparts objects are not supported for now. */
2385object *
2386load_object_str (const char *obstr)
2387{
2388 object *op;
2389 char filename[MAX_BUF];
2390
2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2393 FILE *tempfile = fopen (filename, "w");
2394
2395 if (tempfile == NULL)
2396 {
2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2398 return NULL;
2399 }
2400
2401 fprintf (tempfile, obstr);
2402 fclose (tempfile);
2403
2404 op = object::create ();
2405
2406 object_thawer thawer (filename);
2407
2408 if (thawer)
2409 load_object (thawer, op, 0);
2410
2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2412 CLEAR_FLAG (op, FLAG_REMOVED);
2413
2414 return op;
2415}
2416
2417/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2418 * has the same type and subtype match. 2371 * has the same type and subtype match.
2419 * returns NULL if no match. 2372 * returns NULL if no match.
2420 */ 2373 */
2421object * 2374object *
2474 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2475 return link->value; 2428 return link->value;
2476 2429
2477 return 0; 2430 return 0;
2478} 2431}
2479
2480 2432
2481/* 2433/*
2482 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2483 * 2435 *
2484 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2587 } 2539 }
2588 else 2540 else
2589 item = item->env; 2541 item = item->env;
2590} 2542}
2591 2543
2544
2545const char *
2546object::flag_desc (char *desc, int len) const
2547{
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571}
2572
2592// return a suitable string describing an objetc in enough detail to find it 2573// return a suitable string describing an object in enough detail to find it
2593const char * 2574const char *
2594object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2595{ 2576{
2577 char flagdesc[512];
2596 char info2[256 * 3]; 2578 char info2[256 * 4];
2597 char *p = info; 2579 char *p = info;
2598 2580
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2600 count, 2582 count, uuid.seq,
2601 &name, 2583 &name,
2602 title ? " " : "", 2584 title ? "\",title:\"" : "",
2603 title ? (const char *)title : ""); 2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2604 2587
2605 if (env) 2588 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2590
2608 if (map) 2591 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2592 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2593
2611 return info; 2594 return info;
2612} 2595}
2613 2596
2614const char * 2597const char *
2615object::debug_desc () const 2598object::debug_desc () const
2616{ 2599{
2617 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2618 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2619} 2604}
2620 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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