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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.148 by root, Mon May 14 19:08:25 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>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short 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 47 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}; 48};
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, 49short 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() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* 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 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 1); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 return true;
511}
512
455/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 514 * refcounts and freeing the links.
457 */ 515 */
458static void 516static void
459free_key_values (object *op) 517free_key_values (object *op)
460{ 518{
461 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
462 { 520 {
463 key_value *next = i->next; 521 key_value *next = i->next;
464 delete i; 522 delete i;
465 523
466 i = next; 524 i = next;
467 } 525 }
468 526
469 op->key_values = 0; 527 op->key_values = 0;
470} 528}
471 529
472/* 530object &
473 * copy_to first frees everything allocated by the dst object, 531object::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{ 532{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 533 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 534 bool is_removed = flag [FLAG_REMOVED];
485 535
486 *(object_copy *)dst = *this; 536 *(object_copy *)this = src;
487 537
488 if (is_freed) 538 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 539 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;
496 540
497 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
498 if (key_values) 542 if (src.key_values)
499 { 543 {
500 key_value *tail = 0; 544 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 545 key_values = 0;
504 546
505 for (i = key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
506 { 548 {
507 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
508 550
509 new_link->next = 0; 551 new_link->next = 0;
510 new_link->key = i->key; 552 new_link->key = i->key;
511 new_link->value = i->value; 553 new_link->value = i->value;
512 554
513 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
514 if (!dst->key_values) 556 if (!key_values)
515 { 557 {
516 dst->key_values = new_link; 558 key_values = new_link;
517 tail = new_link; 559 tail = new_link;
518 } 560 }
519 else 561 else
520 { 562 {
521 tail->next = new_link; 563 tail->next = new_link;
522 tail = new_link; 564 tail = new_link;
523 } 565 }
524 } 566 }
525 } 567 }
568}
526 569
527 update_ob_speed (dst); 570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
528} 606}
529 607
530object * 608object *
531object::clone () 609object::clone ()
532{ 610{
538/* 616/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * 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 618 * 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. 619 * be called to update the face variable, _and_ how it looks on the map.
542 */ 620 */
543
544void 621void
545update_turn_face (object *op) 622update_turn_face (object *op)
546{ 623{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 625 return;
626
549 SET_ANIMATION (op, op->direction); 627 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
551} 629}
552 630
553/* 631/*
554 * Updates the speed of an object. If the speed changes from 0 to another 632 * 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. 633 * 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. 634 * This function needs to be called whenever the speed of an object changes.
557 */ 635 */
558void 636void
559update_ob_speed (object *op) 637object::set_speed (float speed)
560{ 638{
561 extern int arch_init; 639 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 { 640 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 642 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 643 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 644
581 /* process_events() expects us to insert the object at the beginning 645 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 646
585 if (op->active_next != NULL) 647 if (has_active_speed ())
586 op->active_next->active_prev = op; 648 activate ();
587
588 active_objects = op;
589 }
590 else 649 else
591 { 650 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} 651}
646 652
647/* 653/*
648 * update_object() updates the the map. 654 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
663 */ 669 */
664void 670void
665update_object (object *op, int action) 671update_object (object *op, int action)
666{ 672{
667 MoveType move_on, move_off, move_block, move_slow;
668
669 if (op == NULL) 673 if (op == NULL)
670 { 674 {
671 /* this should never happen */ 675 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
673 return; 677 return;
697 return; 701 return;
698 } 702 }
699 703
700 mapspace &m = op->ms (); 704 mapspace &m = op->ms ();
701 705
702 if (m.flags_ & P_NEED_UPDATE) 706 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 707 /* nop */;
704 else if (action == UP_OBJ_INSERT) 708 else if (action == UP_OBJ_INSERT)
705 { 709 {
706 // this is likely overkill, TODO: revisit (schmorp) 710 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 711 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 720 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 721 * to have move_allow right now.
718 */ 722 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 723 || ((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) 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 725 m.flags_ = 0;
722 } 726 }
723 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 729 * that is being removed.
726 */ 730 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 733 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 734 /* Nothing to do for that case */ ;
731 else 735 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 737
734 if (op->more) 738 if (op->more)
735 update_object (op->more, action); 739 update_object (op->more, action);
736} 740}
737 741
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 742object::object ()
742{ 743{
743 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
744 745
745 expmul = 1.0; 746 expmul = 1.0;
746 face = blank_face; 747 face = blank_face;
747} 748}
748 749
749object::~object () 750object::~object ()
750{ 751{
752 unlink ();
753
751 free_key_values (this); 754 free_key_values (this);
752} 755}
753 756
757static int object_count;
758
754void object::link () 759void object::link ()
755{ 760{
756 count = ++ob_count; 761 assert (!index);//D
757 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
758 764
759 prev = 0; 765 refcnt_inc ();
760 next = object::first; 766 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 767}
767 768
768void object::unlink () 769void object::unlink ()
769{ 770{
770 if (this == object::first) 771 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op; 772 return;
786}
787 773
788/* 774 objects.erase (this);
789 * free_object() frees everything allocated by an object, removes 775 refcnt_dec ();
790 * it from the list of used objects, and puts it on the list of 776}
791 * free objects. The IS_FREED() flag is set in the object. 777
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 778void
799object::do_destroy () 779object::activate ()
800{ 780{
801 attachable::do_destroy (); 781 /* If already on active list, don't do anything */
802 782 if (active)
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 783 return;
814 784
815 flag [FLAG_FREED] = 1; 785 if (has_active_speed ())
786 actives.insert (this);
787}
816 788
817 // hack to ensure that freed objects still have a valid map 789void
818 { 790object::activate_recursive ()
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 791{
792 activate ();
820 793
821 if (!freed_map) 794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796}
797
798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
822 { 829 {
823 freed_map = new maptile; 830 op->flag [flag] = value;
824 831 op->set_flag_inv (flag, value);
825 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 832 }
831
832 map = freed_map;
833 x = 1;
834 y = 1;
835 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 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} 833}
855 834
856/* 835/*
857 * Remove and free all objects in the inventory of the given object. 836 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 837 * object.c ?
859 */ 838 */
860void 839void
861object::destroy_inv (bool drop_to_ground) 840object::destroy_inv (bool drop_to_ground)
862{ 841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
863 if (!inv) 847 if (!inv)
864 return; 848 return;
865 849
866 /* Only if the space blocks everything do we not process - 850 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 851 * if some form of movement is allowed, let objects
868 * drop on that space. 852 * drop on that space.
869 */ 853 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
871 { 859 {
872 while (inv) 860 while (inv)
873 { 861 {
874 inv->destroy_inv (drop_to_ground); 862 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 863 inv->destroy ();
883 871
884 if (op->flag [FLAG_STARTEQUIP] 872 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 873 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 874 || op->type == RUNE
887 || op->type == TRAP 875 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 878 op->destroy ();
890 else 879 else
891 { 880 map->insert (op, x, y);
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 } 881 }
898 } 882 }
883}
884
885object *object::create ()
886{
887 object *op = new object;
888 op->link ();
889 return op;
890}
891
892void
893object::do_destroy ()
894{
895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this);
899
900 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this);
902
903 if (!flag [FLAG_REMOVED])
904 remove ();
905
906 destroy_inv (true);
907
908 deactivate ();
909 unlink ();
910
911 flag [FLAG_FREED] = 1;
912
913 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 head = 0;
935
936 if (more)
937 {
938 more->destroy ();
939 more = 0;
940 }
941
942 // clear those pointers that likely might have circular references to us
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
899} 946}
900 947
901void 948void
902object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
903{ 950{
904 if (destroyed ()) 951 if (destroyed ())
905 return; 952 return;
906 953
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) 954 if (destroy_inventory)
915 destroy_inv (true); 955 destroy_inv (false);
916 956
917 attachable::destroy (); 957 attachable::destroy ();
918} 958}
919 959
920/* 960/*
938 * This function removes the object op from the linked list of objects 978 * 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 979 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
942 * the previous environment. 982 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 983 */
945void 984void
946object::remove () 985object::do_remove ()
947{ 986{
948 object *tmp, *last = 0; 987 object *tmp, *last = 0;
949 object *otmp; 988 object *otmp;
950 989
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 990 if (QUERY_FLAG (this, FLAG_REMOVED))
973 * to save cpu time. 1012 * to save cpu time.
974 */ 1013 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1014 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 1015 otmp->update_stats ();
977 1016
978 if (above != NULL) 1017 if (above)
979 above->below = below; 1018 above->below = below;
980 else 1019 else
981 env->inv = below; 1020 env->inv = below;
982 1021
983 if (below != NULL) 1022 if (below)
984 below->above = above; 1023 below->above = above;
985 1024
986 /* we set up values so that it could be inserted into 1025 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 1026 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 1027 * to the caller to decide what we want to do.
992 above = 0, below = 0; 1031 above = 0, below = 0;
993 env = 0; 1032 env = 0;
994 } 1033 }
995 else if (map) 1034 else if (map)
996 { 1035 {
997 /* Re did the following section of code - it looks like it had 1036 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 1037 {
1038 // leaving a spot always closes any open container on the ground
1039 if (container && !container->env)
1040 // this causes spurious floorbox updates, but it ensures
1041 // that the CLOSE event is being sent.
1042 close_container ();
1043
1044 --map->players;
1045 map->touch ();
1046 }
1047
1048 map->dirty = true;
1049 mapspace &ms = this->ms ();
1000 1050
1001 /* link the object above us */ 1051 /* link the object above us */
1002 if (above) 1052 if (above)
1003 above->below = below; 1053 above->below = below;
1004 else 1054 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 1055 ms.top = below; /* we were top, set new top */
1006 1056
1007 /* Relink the object below us, if there is one */ 1057 /* Relink the object below us, if there is one */
1008 if (below) 1058 if (below)
1009 below->above = above; 1059 below->above = above;
1010 else 1060 else
1012 /* Nothing below, which means we need to relink map object for this space 1062 /* 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 1063 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1064 * evident
1015 */ 1065 */
1016 if (GET_MAP_OB (map, x, y) != this) 1066 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); 1067 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 1068
1027 map->at (x, y).bot = above; /* goes on above it. */ 1069 ms.bot = above; /* goes on above it. */
1028 } 1070 }
1029 1071
1030 above = 0; 1072 above = 0;
1031 below = 0; 1073 below = 0;
1032 1074
1033 if (map->in_memory == MAP_SAVING) 1075 if (map->in_memory == MAP_SAVING)
1034 return; 1076 return;
1035 1077
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1078 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1079
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1080 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1081 {
1040 /* No point updating the players look faces if he is the object 1082 /* No point updating the players look faces if he is the object
1041 * being removed. 1083 * being removed.
1042 */ 1084 */
1043 1085
1055 1097
1056 if (tmp->contr->ns) 1098 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1099 tmp->contr->ns->floorbox_update ();
1058 } 1100 }
1059 1101
1060 /* See if player moving off should effect something */ 1102 /* See if object moving off should effect something */
1061 if (check_walk_off 1103 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1104 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1106 {
1065 move_apply (tmp, this, 0); 1107 move_apply (tmp, this, 0);
1067 if (destroyed ()) 1109 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1110 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1111 }
1070 1112
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072 1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1073 if (tmp->above == tmp) 1115 if (tmp->above == tmp)
1074 tmp->above = 0; 1116 tmp->above = 0;
1075 1117
1076 last = tmp; 1118 last = tmp;
1077 } 1119 }
1078 1120
1079 /* last == NULL of there are no objects on this space */ 1121 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1123 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1124 map->at (x, y).flags_ = 0;
1082 else 1125 else
1083 update_object (last, UP_OBJ_REMOVE); 1126 update_object (last, UP_OBJ_REMOVE);
1084 1127
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1128 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1129 update_all_los (map, x, y);
1122 } 1165 }
1123 1166
1124 return 0; 1167 return 0;
1125} 1168}
1126 1169
1170void
1171object::expand_tail ()
1172{
1173 if (more)
1174 return;
1175
1176 object *prev = this;
1177
1178 for (archetype *at = arch->more; at; at = at->more)
1179 {
1180 object *op = arch_to_object (at);
1181
1182 op->name = name;
1183 op->name_pl = name_pl;
1184 op->title = title;
1185
1186 op->head = this;
1187 prev->more = op;
1188
1189 prev = op;
1190 }
1191}
1192
1127/* 1193/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1194 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1195 * job preparing multi-part monsters.
1130 */ 1196 */
1131object * 1197object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1199{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1201 {
1141 tmp->x = x + tmp->arch->clone.x; 1202 tmp->x = x + tmp->arch->clone.x;
1142 tmp->y = y + tmp->arch->clone.y; 1203 tmp->y = y + tmp->arch->clone.y;
1143 } 1204 }
1144 1205
1166 * just 'op' otherwise 1227 * just 'op' otherwise
1167 */ 1228 */
1168object * 1229object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1231{
1232 assert (!op->flag [FLAG_FREED]);
1233
1171 object *tmp, *top, *floor = NULL; 1234 object *tmp, *top, *floor = NULL;
1172 sint16 x, y;
1173 1235
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1236 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179 1237
1180 if (m == NULL) 1238#if 0
1181 { 1239 if (!m->active != !op->active)
1182 char *dump = dump_object (op); 1240 if (m->active)
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1241 op->activate_recursive ();
1184 free (dump); 1242 else
1185 return op; 1243 op->deactivate_recursive ();
1186 } 1244#endif
1187 1245
1188 if (out_of_map (m, op->x, op->y)) 1246 if (out_of_map (m, op->x, op->y))
1189 { 1247 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1192#ifdef MANY_CORES 1249#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object 1250 /* 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 1251 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted. 1252 * improperly inserted.
1196 */ 1253 */
1197 abort (); 1254 abort ();
1198#endif 1255#endif
1199 free (dump);
1200 return op; 1256 return op;
1201 } 1257 }
1202 1258
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; 1259 if (object *more = op->more)
1216 1260 {
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) 1261 if (!insert_ob_in_map (more, m, originator, flag))
1233 { 1262 {
1234 if (!op->head) 1263 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236 1265
1237 return 0; 1266 return 0;
1242 1271
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1272 /* 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 1273 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1274 * need extra work
1246 */ 1275 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1276 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1277 return 0;
1249 y = op->y; 1278
1279 op->map = m;
1280 mapspace &ms = op->ms ();
1250 1281
1251 /* this has to be done after we translate the coordinates. 1282 /* this has to be done after we translate the coordinates.
1252 */ 1283 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1284 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1285 for (tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1286 if (object::can_merge (op, tmp))
1256 { 1287 {
1257 op->nrof += tmp->nrof; 1288 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1289 tmp->destroy ();
1259 } 1290 }
1276 op->below = originator->below; 1307 op->below = originator->below;
1277 1308
1278 if (op->below) 1309 if (op->below)
1279 op->below->above = op; 1310 op->below->above = op;
1280 else 1311 else
1281 op->ms ().bot = op; 1312 ms.bot = op;
1282 1313
1283 /* since *below* originator, no need to update top */ 1314 /* since *below* originator, no need to update top */
1284 originator->below = op; 1315 originator->below = op;
1285 } 1316 }
1286 else 1317 else
1287 { 1318 {
1319 top = ms.bot;
1320
1288 /* If there are other objects, then */ 1321 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1322 if ((!(flag & INS_MAP_LOAD)) && top)
1290 { 1323 {
1291 object *last = NULL; 1324 object *last = 0;
1292 1325
1293 /* 1326 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1327 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1328 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1329 * 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 1333 * 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 1334 * 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 1335 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1336 * that flying non pickable objects are spell objects.
1304 */ 1337 */
1305 1338 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1339 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1341 floor = top;
1310 1342
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1343 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; 1346 top = top->below;
1315 break; 1347 break;
1316 } 1348 }
1317 1349
1318 last = top; 1350 last = top;
1319 top = top->above;
1320 } 1351 }
1321 1352
1322 /* Don't want top to be NULL, so set it to the last valid object */ 1353 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last; 1354 top = last;
1324 1355
1326 * looks like instead of lots of conditions here. 1357 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1358 * makes things faster, and effectively the same result.
1328 */ 1359 */
1329 1360
1330 /* Have object 'fall below' other objects that block view. 1361 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1362 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1363 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1364 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1365 * stacking is a bit odd.
1335 */ 1366 */
1336 if (!(flag & INS_ON_TOP) && 1367 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)) 1368 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility))
1338 { 1370 {
1339 for (last = top; last != floor; last = last->below) 1371 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1373 break;
1374
1342 /* Check to see if we found the object that blocks view, 1375 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1376 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1377 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1378 * set top to the object below us.
1346 */ 1379 */
1348 top = last->below; 1381 top = last->below;
1349 } 1382 }
1350 } /* If objects on this space */ 1383 } /* If objects on this space */
1351 1384
1352 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1354 1387
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1389 top = floor;
1357 1390
1358 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1359 */ 1392 */
1360 1393
1361 /* First object on this space */ 1394 /* First object on this space */
1362 if (!top) 1395 if (!top)
1363 { 1396 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1365 1398
1366 if (op->above) 1399 if (op->above)
1367 op->above->below = op; 1400 op->above->below = op;
1368 1401
1369 op->below = NULL; 1402 op->below = 0;
1370 op->ms ().bot = op; 1403 ms.bot = op;
1371 } 1404 }
1372 else 1405 else
1373 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1374 op->above = top->above; 1407 op->above = top->above;
1375 1408
1378 1411
1379 op->below = top; 1412 op->below = top;
1380 top->above = op; 1413 top->above = op;
1381 } 1414 }
1382 1415
1383 if (op->above == NULL) 1416 if (!op->above)
1384 op->ms ().top = op; 1417 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1386 1419
1387 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1421 {
1388 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1389 1428
1390 /* If we have a floor, we know the player, if any, will be above 1429 /* 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. 1430 * it, so save a few ticks and start from there.
1392 */ 1431 */
1393 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1433 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1434 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1435 pl->contr->ns->floorbox_update ();
1397 1436
1398 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1438 * 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 1439 * 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 1440 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1444 * of effect may be sufficient.
1406 */ 1445 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1409 1448
1447{ 1486{
1448 object *tmp, *tmp1; 1487 object *tmp, *tmp1;
1449 1488
1450 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1451 1490
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1493 tmp->destroy ();
1455 1494
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1496
1458 tmp1->x = op->x; 1497 tmp1->x = op->x;
1459 tmp1->y = op->y; 1498 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1499 insert_ob_in_map (tmp1, op->map, op, 0);
1500}
1501
1502object *
1503object::insert_at (object *where, object *originator, int flags)
1504{
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1461} 1506}
1462 1507
1463/* 1508/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * 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 1510 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1511 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1512 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1513 * global static errmsg array.
1469 */ 1514 */
1470
1471object * 1515object *
1472get_split_ob (object *orig_ob, uint32 nr) 1516get_split_ob (object *orig_ob, uint32 nr)
1473{ 1517{
1474 object *newob; 1518 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1508 * 1552 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1554 */
1511
1512object * 1555object *
1513decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1514{ 1557{
1515 object *tmp; 1558 object *tmp;
1516 1559
1591 1634
1592/* 1635/*
1593 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1595 */ 1638 */
1596
1597void 1639void
1598add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1599{ 1641{
1600 while (op != NULL) 1642 while (op != NULL)
1601 { 1643 {
1633 * inside the object environment. 1675 * inside the object environment.
1634 * 1676 *
1635 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1637 */ 1679 */
1638
1639object * 1680object *
1640object::insert (object *op) 1681object::insert (object *op)
1641{ 1682{
1642 object *tmp, *otmp; 1683 object *tmp, *otmp;
1643 1684
1739 * 1780 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1781 * 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 1782 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1783 * on top.
1743 */ 1784 */
1744
1745int 1785int
1746check_move_on (object *op, object *originator) 1786check_move_on (object *op, object *originator)
1747{ 1787{
1748 object *tmp; 1788 object *tmp;
1749 maptile *m = op->map; 1789 maptile *m = op->map;
1776 1816
1777 /* The objects have to be checked from top to bottom. 1817 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1818 * Hence, we first go to the top:
1779 */ 1819 */
1780 1820
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1822 {
1783 /* Trim the search when we find the first other spell effect 1823 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1824 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1825 * we don't need to check all of them.
1786 */ 1826 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 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)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1846 {
1807 1847
1808 float 1848 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1850
1811 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 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))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1854 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1845 */ 1885 */
1846object * 1886object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1888{
1849 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
1850 { 1890 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1892 return NULL;
1853 } 1893 }
1854 1894
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1896 if (tmp->arch == at)
1857 return tmp; 1897 return tmp;
1858 1898
1859 return NULL; 1899 return NULL;
1860} 1900}
1871 { 1911 {
1872 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1913 return NULL;
1874 } 1914 }
1875 1915
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1917 if (tmp->type == type)
1878 return tmp; 1918 return tmp;
1879 1919
1880 return NULL; 1920 return NULL;
1881} 1921}
2021 } 2061 }
2022 2062
2023 if (!index) 2063 if (!index)
2024 return -1; 2064 return -1;
2025 2065
2026 return altern[RANDOM () % index]; 2066 return altern [rndm (index)];
2027} 2067}
2028 2068
2029/* 2069/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2070 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2071 * find_free_spot(), but it will search max number of squares.
2052{ 2092{
2053 arr += begin; 2093 arr += begin;
2054 end -= begin; 2094 end -= begin;
2055 2095
2056 while (--end) 2096 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2097 swap (arr [end], arr [rndm (end + 1)]);
2058} 2098}
2059 2099
2060/* new function to make monster searching more efficient, and effective! 2100/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2101 * 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 2102 * the spaces to find monsters. In this way, it won't always look for
2196 2236
2197 return 3; 2237 return 3;
2198} 2238}
2199 2239
2200/* 2240/*
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 2241 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2242 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2243 */
2222
2223int 2244int
2224dirdiff (int dir1, int dir2) 2245dirdiff (int dir1, int dir2)
2225{ 2246{
2226 int d; 2247 int d;
2227 2248
2393 insert_ob_in_ob (object_create_clone (item), dst); 2414 insert_ob_in_ob (object_create_clone (item), dst);
2394 2415
2395 return dst; 2416 return dst;
2396} 2417}
2397 2418
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 2419/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2420 * has the same type and subtype match.
2438 * returns NULL if no match. 2421 * returns NULL if no match.
2439 */ 2422 */
2440object * 2423object *
2493 if (link->key == canonical_key) 2476 if (link->key == canonical_key)
2494 return link->value; 2477 return link->value;
2495 2478
2496 return 0; 2479 return 0;
2497} 2480}
2498
2499 2481
2500/* 2482/*
2501 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2502 * 2484 *
2503 * canonical_key is a shared string (value doesn't have to be). 2485 * canonical_key is a shared string (value doesn't have to be).
2606 } 2588 }
2607 else 2589 else
2608 item = item->env; 2590 item = item->env;
2609} 2591}
2610 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 *p = 0;
2601
2602 for (int i = 0; i < NUM_FLAGS; i++)
2603 {
2604 if (len <= 10) // magic constant!
2605 {
2606 snprintf (p, len, ",...");
2607 break;
2608 }
2609
2610 if (flag [i])
2611 {
2612 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2613 len -= cnt;
2614 p += cnt;
2615 first = false;
2616 }
2617 }
2618
2619 return desc;
2620}
2621
2611// return a suitable string describing an objetc in enough detail to find it 2622// return a suitable string describing an object in enough detail to find it
2612const char * 2623const char *
2613object::debug_desc (char *info) const 2624object::debug_desc (char *info) const
2614{ 2625{
2626 char flagdesc[512];
2615 char info2[256 * 3]; 2627 char info2[256 * 4];
2616 char *p = info; 2628 char *p = info;
2617 2629
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, 2631 count, uuid.seq,
2620 &name, 2632 &name,
2621 title ? " " : "", 2633 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2634 title ? (const char *)title : "",
2635 flag_desc (flagdesc, 512), type);
2623 2636
2624 if (env) 2637 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2639
2627 if (map) 2640 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2641 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2642
2630 return info; 2643 return info;
2631} 2644}
2632 2645
2633const char * 2646const char *
2634object::debug_desc () const 2647object::debug_desc () const
2635{ 2648{
2636 static char info[256 * 3]; 2649 static char info[3][256 * 4];
2650 static int info_idx;
2651
2637 return debug_desc (info); 2652 return debug_desc (info [++info_idx % 3]);
2638} 2653}
2639 2654
2655struct region *
2656object::region () const
2657{
2658 return map ? map->region (x, y)
2659 : region::default_region ();
2660}
2661
2662const materialtype_t *
2663object::dominant_material () const
2664{
2665 if (materialtype_t *mat = name_to_material (materialname))
2666 return mat;
2667
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown);
2672}
2673
2674void
2675object::open_container (object *new_container)
2676{
2677 if (container == new_container)
2678 return;
2679
2680 if (object *old_container = container)
2681 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return;
2684
2685#if 0
2686 // remove the "Close old_container" object.
2687 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON)
2689 closer->destroy ();
2690#endif
2691
2692 old_container->flag [FLAG_APPLIED] = 0;
2693 container = 0;
2694
2695 esrv_update_item (UPD_FLAGS, this, old_container);
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2697 }
2698
2699 if (new_container)
2700 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702 return;
2703
2704 // TODO: this does not seem to serve any purpose anymore?
2705#if 0
2706 // insert the "Close Container" object.
2707 if (archetype *closer = new_container->other_arch)
2708 {
2709 object *closer = arch_to_object (new_container->other_arch);
2710 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2711 new_container->insert (closer);
2712 }
2713#endif
2714
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2716
2717 new_container->flag [FLAG_APPLIED] = 1;
2718 container = new_container;
2719
2720 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container);
2722 }
2723}
2724
2725

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