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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.159 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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,
276 279
277 /* 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
278 * 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
279 * check? 282 * check?
280 */ 283 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 285 return 0;
283 286
284 switch (ob1->type) 287 switch (ob1->type)
285 { 288 {
286 case SCROLL: 289 case SCROLL:
322sum_weight (object *op) 325sum_weight (object *op)
323{ 326{
324 long sum; 327 long sum;
325 object *inv; 328 object *inv;
326 329
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 331 {
329 if (inv->inv) 332 if (inv->inv)
330 sum_weight (inv); 333 sum_weight (inv);
334
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 336 }
333 337
334 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 359/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 361 * Some error messages.
358 * 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.
359 */ 363 */
360
361char * 364char *
362dump_object (object *op) 365dump_object (object *op)
363{ 366{
364 if (!op) 367 if (!op)
365 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
366 369
367 object_freezer freezer; 370 object_freezer freezer;
368 save_object (freezer, op, 1); 371 op->write (freezer);
369 return freezer.as_string (); 372 return freezer.as_string ();
370} 373}
371 374
372/* 375/*
373 * 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
390} 393}
391 394
392/* 395/*
393 * 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.
394 */ 397 */
395
396object * 398object *
397find_object (tag_t i) 399find_object (tag_t i)
398{ 400{
399 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
400 if (op->count == i) 402 if (op->count == i)
401 return op; 403 return op;
402 404
403 return 0; 405 return 0;
404} 406}
405 407
406/* 408/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
410 */ 412 */
411
412object * 413object *
413find_object_name (const char *str) 414find_object_name (const char *str)
414{ 415{
415 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
416 object *op; 417 object *op;
417 418
418 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
419 if (op->name == str_) 420 if (op->name == str_)
420 break; 421 break;
421 422
422 return op; 423 return op;
423} 424}
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
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 all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
525 593
526 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
563 speed = 0; 650 speed = 0;
564 } 651 }
565 652
566 this->speed = speed; 653 this->speed = speed;
567 654
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 655 if (has_active_speed ())
569 { 656 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 657 else
584 { 658 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 659}
608 660
609/* 661/*
610 * update_object() updates the the map. 662 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
625 */ 677 */
626void 678void
627update_object (object *op, int action) 679update_object (object *op, int action)
628{ 680{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 681 if (op == NULL)
632 { 682 {
633 /* this should never happen */ 683 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 685 return;
659 return; 709 return;
660 } 710 }
661 711
662 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
663 713
664 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 715 /* nop */;
666 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
667 { 717 {
668 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 729 * to have move_allow right now.
680 */ 730 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
684 } 734 }
685 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 737 * that is being removed.
688 */ 738 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
693 else 743 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 745
696 if (op->more) 746 if (op->more)
697 update_object (op->more, action); 747 update_object (op->more, action);
698} 748}
699 749
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 750object::object ()
704{ 751{
705 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
706 753
707 expmul = 1.0; 754 expmul = 1.0;
708 face = blank_face; 755 face = blank_face;
709} 756}
710 757
711object::~object () 758object::~object ()
712{ 759{
760 unlink ();
761
713 free_key_values (this); 762 free_key_values (this);
714} 763}
715 764
765static int object_count;
766
716void object::link () 767void object::link ()
717{ 768{
718 count = ++ob_count; 769 assert (!index);//D
719 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
720 772
721 prev = 0; 773 refcnt_inc ();
722 next = object::first; 774 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 775}
729 776
730void object::unlink () 777void object::unlink ()
731{ 778{
732 if (this == object::first) 779 if (!index)
733 object::first = next; 780 return;
734 781
735 /* Remove this object from the list of used objects */ 782 objects.erase (this);
736 if (prev) prev->next = next; 783 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 784}
742 785
743void 786void
787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
744object::activate (bool recursive) 798object::activate_recursive ()
745{ 799{
746 // uh, hack 800 activate ();
747 set_speed (speed);
748 801
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 802 for (object *op = inv; op; op = op->below)
751 op->activate (1); 803 op->activate_recursive ();
752} 804}
753 805
754/* This function removes object 'op' from the list of active 806/* This function removes object 'op' from the list of active
755 * objects. 807 * objects.
756 * This should only be used for style maps or other such 808 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 810 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 811 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 812 * will do the right thing based on the speed of the object.
761 */ 813 */
762void 814void
763object::deactivate (bool recursive) 815object::deactivate ()
764{ 816{
765 /* If not on the active list, nothing needs to be done */ 817 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 818 if (!active)
767 return; 819 return;
768 820
769 if (active_prev == 0) 821 actives.erase (this);
770 { 822}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 823
782 active_next = 0; 824void
783 active_prev = 0; 825object::deactivate_recursive ()
784 826{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
787 op->deactivate (1); 830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
788} 841}
789 842
790/* 843/*
791 * Remove and free all objects in the inventory of the given object. 844 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 845 * object.c ?
807 * drop on that space. 860 * drop on that space.
808 */ 861 */
809 if (!drop_to_ground 862 if (!drop_to_ground
810 || !map 863 || !map
811 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
813 { 867 {
814 while (inv) 868 while (inv)
815 { 869 {
816 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
825 879
826 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 882 || op->type == RUNE
829 || op->type == TRAP 883 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 886 op->destroy ();
832 else 887 else
833 map->insert (op, x, y); 888 map->insert (op, x, y);
834 } 889 }
835 } 890 }
843} 898}
844 899
845void 900void
846object::do_destroy () 901object::do_destroy ()
847{ 902{
903 attachable::do_destroy ();
904
848 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 906 remove_button_link (this);
850 907
851 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 909 remove_friendly_object (this);
853 910
854 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
855 remove (); 912 remove ();
856 913
857 if (flag [FLAG_FREED]) 914 destroy_inv (true);
858 return;
859 915
860 set_speed (0); 916 deactivate ();
917 unlink ();
861 918
862 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 920
869 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
870 { 922 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 924
877 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 930 freed_map->width = 3;
879 freed_map->height = 3; 931 freed_map->height = 3;
880 932
881 freed_map->alloc (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
882 } 935 }
883 936
884 map = freed_map; 937 map = freed_map;
885 x = 1; 938 x = 1;
886 y = 1; 939 y = 1;
896 949
897 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
898 owner = 0; 951 owner = 0;
899 enemy = 0; 952 enemy = 0;
900 attacked_by = 0; 953 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 954}
905 955
906void 956void
907object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
908{ 958{
936 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
940 * the previous environment. 990 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 991 */
943void 992void
944object::remove () 993object::do_remove ()
945{ 994{
946 object *tmp, *last = 0; 995 object *tmp, *last = 0;
947 object *otmp; 996 object *otmp;
948 997
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 1041 }
993 else if (map) 1042 else if (map)
994 { 1043 {
995 if (type == PLAYER) 1044 if (type == PLAYER)
996 { 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
997 --map->players; 1052 --map->players;
998 map->last_access = runtime; 1053 map->touch ();
999 } 1054 }
1000 1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
1001 1058
1002 /* link the object above us */ 1059 /* link the object above us */
1003 if (above) 1060 if (above)
1004 above->below = below; 1061 above->below = below;
1005 else 1062 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1007 1064
1008 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1009 if (below) 1066 if (below)
1010 below->above = above; 1067 below->above = above;
1011 else 1068 else
1013 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1072 * evident
1016 */ 1073 */
1017 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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); 1075 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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1076
1028 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1029 } 1078 }
1030 1079
1031 above = 0; 1080 above = 0;
1032 below = 0; 1081 below = 0;
1033 1082
1034 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1035 return; 1084 return;
1036 1085
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1087
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1089 {
1041 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1042 * being removed. 1091 * being removed.
1043 */ 1092 */
1044 1093
1078 } 1127 }
1079 1128
1080 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1131 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1084 else 1133 else
1085 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1086 1135
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1124 } 1173 }
1125 1174
1126 return 0; 1175 return 0;
1127} 1176}
1128 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1129/* 1201/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1132 */ 1204 */
1133object * 1205object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1207{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1209 {
1138 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1140 } 1212 }
1141 1213
1142 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1143} 1215}
1144 1216
1163 * just 'op' otherwise 1235 * just 'op' otherwise
1164 */ 1236 */
1165object * 1237object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1168 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1243
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1245
1177 if (!m) 1246#if 0
1178 { 1247 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1248 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1181 free (dump); 1250 else
1182 return op; 1251 op->deactivate_recursive ();
1183 } 1252#endif
1184 1253
1185 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1186 { 1255 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1257#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1260 * improperly inserted.
1193 */ 1261 */
1194 abort (); 1262 abort ();
1195#endif 1263#endif
1196 free (dump);
1197 return op; 1264 return op;
1198 } 1265 }
1199 1266
1200 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1201 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op; 1269 return 0;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237 1270
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1272
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1275 * need extra work
1243 */ 1276 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1278 return 0;
1246 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1247 1282
1248 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1249 */ 1284 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1253 { 1288 {
1254 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1290 tmp->destroy ();
1256 } 1291 }
1273 op->below = originator->below; 1308 op->below = originator->below;
1274 1309
1275 if (op->below) 1310 if (op->below)
1276 op->below->above = op; 1311 op->below->above = op;
1277 else 1312 else
1278 op->ms ().bot = op; 1313 ms.bot = op;
1279 1314
1280 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1281 originator->below = op; 1316 originator->below = op;
1282 } 1317 }
1283 else 1318 else
1284 { 1319 {
1320 top = ms.bot;
1321
1285 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1324 {
1288 object *last = 0; 1325 object *last = 0;
1289 1326
1290 /* 1327 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1301 */ 1338 */
1302 while (top) 1339 for (top = ms.bot; top; top = top->above)
1303 { 1340 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1342 floor = top;
1306 1343
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1347 top = top->below;
1311 break; 1348 break;
1312 } 1349 }
1313 1350
1314 last = top; 1351 last = top;
1315 top = top->above;
1316 } 1352 }
1317 1353
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1355 top = last;
1320 1356
1322 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1324 */ 1360 */
1325 1361
1326 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1366 * stacking is a bit odd.
1331 */ 1367 */
1332 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1334 { 1371 {
1335 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1374 break;
1375
1338 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1379 * set top to the object below us.
1342 */ 1380 */
1344 top = last->below; 1382 top = last->below;
1345 } 1383 }
1346 } /* If objects on this space */ 1384 } /* If objects on this space */
1347 1385
1348 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1350 1388
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1390 top = floor;
1353 1391
1354 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1393 */
1356 1394
1357 /* First object on this space */ 1395 /* First object on this space */
1358 if (!top) 1396 if (!top)
1359 { 1397 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1361 1399
1362 if (op->above) 1400 if (op->above)
1363 op->above->below = op; 1401 op->above->below = op;
1364 1402
1365 op->below = 0; 1403 op->below = 0;
1366 op->ms ().bot = op; 1404 ms.bot = op;
1367 } 1405 }
1368 else 1406 else
1369 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1370 op->above = top->above; 1408 op->above = top->above;
1371 1409
1375 op->below = top; 1413 op->below = top;
1376 top->above = op; 1414 top->above = op;
1377 } 1415 }
1378 1416
1379 if (!op->above) 1417 if (!op->above)
1380 op->ms ().top = op; 1418 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1382 1420
1383 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1384 { 1422 {
1385 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1386 ++op->map->players; 1424 ++op->map->players;
1387 op->map->last_access = runtime; 1425 op->map->touch ();
1388 } 1426 }
1427
1428 op->map->dirty = true;
1389 1429
1390 /* If we have a floor, we know the player, if any, will be above 1430 /* 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. 1431 * it, so save a few ticks and start from there.
1392 */ 1432 */
1393 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1435 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1397 1437
1398 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1439 * 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 1440 * 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 1441 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1442 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1443 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1444 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1445 * of effect may be sufficient.
1406 */ 1446 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1447 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1448 update_all_los (op->map, op->x, op->y);
1409 1449
1420 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1461 * update_object().
1422 */ 1462 */
1423 1463
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1466 {
1427 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1428 return 0; 1468 return 0;
1429 1469
1430 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1471 * walk on's.
1432 */ 1472 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1435 return 0; 1475 return 0;
1436 } 1476 }
1437 1477
1438 return op; 1478 return op;
1447{ 1487{
1448 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1449 1489
1450 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1451 1491
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1494 tmp->destroy ();
1455 1495
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1497
1458 tmp1->x = op->x; 1498 tmp1->x = op->x;
1461} 1501}
1462 1502
1463object * 1503object *
1464object::insert_at (object *where, object *originator, int flags) 1504object::insert_at (object *where, object *originator, int flags)
1465{ 1505{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1506 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1507}
1468 1508
1469/* 1509/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1511 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1513 * 1553 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1555 */
1516
1517object * 1556object *
1518decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1519{ 1558{
1520 object *tmp; 1559 object *tmp;
1521 1560
1596 1635
1597/* 1636/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1600 */ 1639 */
1601
1602void 1640void
1603add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1604{ 1642{
1605 while (op != NULL) 1643 while (op != NULL)
1606 { 1644 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1660 free (dump);
1623 return op; 1661 return op;
1624 } 1662 }
1625 1663
1626 if (where->head) 1664 if (where->head_ () != where)
1627 { 1665 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1667 where = where->head;
1630 } 1668 }
1631 1669
1632 return where->insert (op); 1670 return where->insert (op);
1633} 1671}
1638 * inside the object environment. 1676 * inside the object environment.
1639 * 1677 *
1640 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1642 */ 1680 */
1643
1644object * 1681object *
1645object::insert (object *op) 1682object::insert (object *op)
1646{ 1683{
1647 object *tmp, *otmp; 1684 object *tmp, *otmp;
1648 1685
1780 1817
1781 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1783 */ 1820 */
1784 1821
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1823 {
1787 /* Trim the search when we find the first other spell effect 1824 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1825 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1826 * we don't need to check all of them.
1790 */ 1827 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1847 {
1811 1848
1812 float 1849 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1851
1815 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1855 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1849 */ 1886 */
1850object * 1887object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1888present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1889{
1853 if (m == NULL || out_of_map (m, x, y)) 1890 if (!m || out_of_map (m, x, y))
1854 { 1891 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1892 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1893 return NULL;
1857 } 1894 }
1858 1895
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1897 if (tmp->arch == at)
1861 return tmp; 1898 return tmp;
1862 1899
1863 return NULL; 1900 return NULL;
1864} 1901}
1875 { 1912 {
1876 LOG (llevError, "Present called outside map.\n"); 1913 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1914 return NULL;
1878 } 1915 }
1879 1916
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1917 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1918 if (tmp->type == type)
1882 return tmp; 1919 return tmp;
1883 1920
1884 return NULL; 1921 return NULL;
1885} 1922}
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 { 2000 {
1964 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1966 } 2003 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 2004}
1981 2005
1982/* 2006/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2025 } 2049 }
2026 2050
2027 if (!index) 2051 if (!index)
2028 return -1; 2052 return -1;
2029 2053
2030 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2031} 2055}
2032 2056
2033/* 2057/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2056{ 2080{
2057 arr += begin; 2081 arr += begin;
2058 end -= begin; 2082 end -= begin;
2059 2083
2060 while (--end) 2084 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2062} 2086}
2063 2087
2064/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2102 object *tmp; 2126 object *tmp;
2103 maptile *mp; 2127 maptile *mp;
2104 2128
2105 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2106 2130
2107 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2108 { 2132 {
2109 exclude = exclude->head; 2133 exclude = exclude->head;
2110 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2111 } 2135 }
2112 else 2136 else
2135 max = maxfree[i]; 2159 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2137 { 2161 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break; 2165 break;
2142 2166
2143 if (tmp) 2167 if (tmp)
2144 return freedir[i]; 2168 return freedir[i];
2145 } 2169 }
2200 2224
2201 return 3; 2225 return 3;
2202} 2226}
2203 2227
2204/* 2228/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2231 */
2226
2227int 2232int
2228dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2229{ 2234{
2230 int d; 2235 int d;
2231 2236
2359 * create clone from object to another 2364 * create clone from object to another
2360 */ 2365 */
2361object * 2366object *
2362object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2363{ 2368{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2365 2370
2366 if (!asrc) 2371 if (!asrc)
2367 return 0; 2372 return 0;
2368 2373
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2374 src = asrc->head_ ();
2372 2375
2373 prev = 0; 2376 prev = 0;
2374 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2375 { 2378 {
2376 tmp = part->clone (); 2379 tmp = part->clone ();
2377 tmp->x -= src->x; 2380 tmp->x -= src->x;
2378 tmp->y -= src->y; 2381 tmp->y -= src->y;
2379 2382
2397 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2398 2401
2399 return dst; 2402 return dst;
2400} 2403}
2401 2404
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438}
2439
2440/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2406 * has the same type and subtype match.
2442 * returns NULL if no match. 2407 * returns NULL if no match.
2443 */ 2408 */
2444object * 2409object *
2497 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2498 return link->value; 2463 return link->value;
2499 2464
2500 return 0; 2465 return 0;
2501} 2466}
2502
2503 2467
2504/* 2468/*
2505 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2506 * 2470 *
2507 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2531 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2532 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2533 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2534 * we get this value back again. 2498 * we get this value back again.
2535 */ 2499 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2537 field->value = 0; 2501 field->value = 0;
2538 else 2502 else
2539 { 2503 {
2540 if (last) 2504 if (last)
2541 last->next = field->next; 2505 last->next = field->next;
2610 } 2574 }
2611 else 2575 else
2612 item = item->env; 2576 item = item->env;
2613} 2577}
2614 2578
2579
2580const char *
2581object::flag_desc (char *desc, int len) const
2582{
2583 char *p = desc;
2584 bool first = true;
2585
2586 *p = 0;
2587
2588 for (int i = 0; i < NUM_FLAGS; i++)
2589 {
2590 if (len <= 10) // magic constant!
2591 {
2592 snprintf (p, len, ",...");
2593 break;
2594 }
2595
2596 if (flag [i])
2597 {
2598 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2599 len -= cnt;
2600 p += cnt;
2601 first = false;
2602 }
2603 }
2604
2605 return desc;
2606}
2607
2615// return a suitable string describing an objetc in enough detail to find it 2608// return a suitable string describing an object in enough detail to find it
2616const char * 2609const char *
2617object::debug_desc (char *info) const 2610object::debug_desc (char *info) const
2618{ 2611{
2612 char flagdesc[512];
2619 char info2[256 * 3]; 2613 char info2[256 * 4];
2620 char *p = info; 2614 char *p = info;
2621 2615
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2617 count, uuid.seq,
2624 &name, 2618 &name,
2625 title ? " " : "", 2619 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2620 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type);
2627 2622
2628 if (env) 2623 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2625
2631 if (map) 2626 if (map)
2635} 2630}
2636 2631
2637const char * 2632const char *
2638object::debug_desc () const 2633object::debug_desc () const
2639{ 2634{
2640 static char info[256 * 3]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2641 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2642} 2639}
2643 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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