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Comparing deliantra/server/common/object.C (file contents):
Revision 1.98 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
297 return 0; 299 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 301 return 0;
300 } 302 }
301 303
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
304 { 305 {
305 ob1->optimise (); 306 ob1->optimise ();
306 ob2->optimise (); 307 ob2->optimise ();
307 308
308 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
309 return 0; 311 return 0;
310 } 312 }
311 313
312 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
313 return 1; 315 return 1;
314} 316}
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
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 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 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;
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
624 return; 708 return;
625 } 709 }
626 710
627 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
628 712
629 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 714 /* nop */;
631 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
632 { 716 {
633 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 728 * to have move_allow right now.
645 */ 729 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
649 } 733 }
650 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 736 * that is being removed.
653 */ 737 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
658 else 742 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 744
661 if (op->more) 745 if (op->more)
662 update_object (op->more, action); 746 update_object (op->more, action);
663} 747}
664 748
665object *object::first;
666
667object::object () 749object::object ()
668{ 750{
669 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
670 752
671 expmul = 1.0; 753 expmul = 1.0;
672 face = blank_face; 754 face = blank_face;
673} 755}
674 756
675object::~object () 757object::~object ()
676{ 758{
759 unlink ();
760
677 free_key_values (this); 761 free_key_values (this);
678} 762}
679 763
764static int object_count;
765
680void object::link () 766void object::link ()
681{ 767{
682 count = ++ob_count; 768 assert (!index);//D
683 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
684 771
685 prev = 0; 772 refcnt_inc ();
686 next = object::first; 773 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 774}
693 775
694void object::unlink () 776void object::unlink ()
695{ 777{
696 if (this == object::first) 778 if (!index)
697 object::first = next; 779 return;
698 780
699 /* Remove this object from the list of used objects */ 781 objects.erase (this);
700 if (prev) prev->next = next; 782 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 783}
712 784
713void 785void
714object::activate () 786object::activate ()
715{ 787{
716 /* If already on active list, don't do anything */ 788 /* If already on active list, don't do anything */
717 if (active ()) 789 if (active)
718 return; 790 return;
719 791
720 if (has_active_speed ()) 792 if (has_active_speed ())
721 { 793 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 794}
732 795
733void 796void
734object::activate_recursive () 797object::activate_recursive ()
735{ 798{
736 activate (); 799 activate ();
737 800
738 for (object *op = inv; op; op = op->above) 801 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 802 op->activate_recursive ();
740} 803}
741 804
742/* This function removes object 'op' from the list of active 805/* This function removes object 'op' from the list of active
743 * objects. 806 * objects.
749 */ 812 */
750void 813void
751object::deactivate () 814object::deactivate ()
752{ 815{
753 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 817 if (!active)
755 return; 818 return;
756 819
757 if (active_prev == 0) 820 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 821}
773 822
774void 823void
775object::deactivate_recursive () 824object::deactivate_recursive ()
776{ 825{
777 for (object *op = inv; op; op = op->above) 826 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 827 op->deactivate_recursive ();
779 828
780 deactivate (); 829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
781} 840}
782 841
783/* 842/*
784 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 844 * object.c ?
800 * drop on that space. 859 * drop on that space.
801 */ 860 */
802 if (!drop_to_ground 861 if (!drop_to_ground
803 || !map 862 || !map
804 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
806 { 866 {
807 while (inv) 867 while (inv)
808 { 868 {
809 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
818 878
819 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 881 || op->type == RUNE
822 || op->type == TRAP 882 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 885 op->destroy ();
825 else 886 else
826 map->insert (op, x, y); 887 map->insert (op, x, y);
827 } 888 }
828 } 889 }
836} 897}
837 898
838void 899void
839object::do_destroy () 900object::do_destroy ()
840{ 901{
902 attachable::do_destroy ();
903
841 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 905 remove_button_link (this);
843 906
844 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 908 remove_friendly_object (this);
846 909
847 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
848 remove (); 911 remove ();
849 912
850 if (flag [FLAG_FREED]) 913 destroy_inv (true);
851 return;
852 914
853 set_speed (0); 915 deactivate ();
916 unlink ();
854 917
855 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 919
862 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
863 { 921 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 923
870 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 929 freed_map->width = 3;
872 freed_map->height = 3; 930 freed_map->height = 3;
873 931
874 freed_map->alloc (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
875 } 934 }
876 935
877 map = freed_map; 936 map = freed_map;
878 x = 1; 937 x = 1;
879 y = 1; 938 y = 1;
880 } 939 }
881 940
882 head = 0;
883
884 if (more) 941 if (more)
885 { 942 {
886 more->destroy (); 943 more->destroy ();
887 more = 0; 944 more = 0;
888 } 945 }
889 946
947 head = 0;
948
890 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
891 owner = 0; 950 owner = 0;
892 enemy = 0; 951 enemy = 0;
893 attacked_by = 0; 952 attacked_by = 0;
894 953 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 954}
898 955
899void 956void
900object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
901{ 958{
902 if (destroyed ()) 959 if (destroyed ())
903 return; 960 return;
904 961
905 if (destroy_inventory) 962 if (destroy_inventory)
906 destroy_inv (false); 963 destroy_inv (false);
964
965 if (sound_destroy)
966 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 969
908 attachable::destroy (); 970 attachable::destroy ();
909} 971}
910 972
911/* 973/*
929 * This function removes the object op from the linked list of objects 991 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 992 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 993 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 994 * environment, the x and y coordinates will be updated to
933 * the previous environment. 995 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 996 */
936void 997void
937object::remove () 998object::do_remove ()
938{ 999{
939 object *tmp, *last = 0; 1000 object *tmp, *last = 0;
940 object *otmp; 1001 object *otmp;
941 1002
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 1003 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 1046 }
986 else if (map) 1047 else if (map)
987 { 1048 {
988 if (type == PLAYER) 1049 if (type == PLAYER)
989 { 1050 {
1051 // leaving a spot always closes any open container on the ground
1052 if (container && !container->env)
1053 // this causes spurious floorbox updates, but it ensures
1054 // that the CLOSE event is being sent.
1055 close_container ();
1056
990 --map->players; 1057 --map->players;
991 map->last_access = runtime; 1058 map->touch ();
992 } 1059 }
993 1060
994 map->dirty = true; 1061 map->dirty = true;
1062 mapspace &ms = this->ms ();
995 1063
996 /* link the object above us */ 1064 /* link the object above us */
997 if (above) 1065 if (above)
998 above->below = below; 1066 above->below = below;
999 else 1067 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1068 ms.top = below; /* we were top, set new top */
1001 1069
1002 /* Relink the object below us, if there is one */ 1070 /* Relink the object below us, if there is one */
1003 if (below) 1071 if (below)
1004 below->above = above; 1072 below->above = above;
1005 else 1073 else
1007 /* Nothing below, which means we need to relink map object for this space 1075 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 1076 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1077 * evident
1010 */ 1078 */
1011 if (GET_MAP_OB (map, x, y) != this) 1079 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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); 1080 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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1081
1022 map->at (x, y).bot = above; /* goes on above it. */ 1082 ms.bot = above; /* goes on above it. */
1023 } 1083 }
1024 1084
1025 above = 0; 1085 above = 0;
1026 below = 0; 1086 below = 0;
1027 1087
1028 if (map->in_memory == MAP_SAVING) 1088 if (map->in_memory == MAP_SAVING)
1029 return; 1089 return;
1030 1090
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1091 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1092
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1093 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1094 {
1035 /* No point updating the players look faces if he is the object 1095 /* No point updating the players look faces if he is the object
1036 * being removed. 1096 * being removed.
1037 */ 1097 */
1038 1098
1061 1121
1062 if (destroyed ()) 1122 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 } 1124 }
1065 1125
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp; 1126 last = tmp;
1072 } 1127 }
1073 1128
1074 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last) 1131 if (!last)
1077 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1078 else 1133 else
1079 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1080 1135
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1118 } 1173 }
1119 1174
1120 return 0; 1175 return 0;
1121} 1176}
1122 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)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
1123/* 1201/*
1124 * 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
1125 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1126 */ 1204 */
1127object * 1205object *
1128insert_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)
1129{ 1207{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1209 {
1132 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1134 } 1212 }
1135 1213
1136 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1137} 1215}
1138 1216
1157 * just 'op' otherwise 1235 * just 'op' otherwise
1158 */ 1236 */
1159object * 1237object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1162 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1163 sint16 x, y;
1164 1243
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170 1245
1171 if (!m) 1246#if 0
1172 { 1247 if (!m->active != !op->active)
1173 char *dump = dump_object (op); 1248 if (m->active)
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1175 free (dump); 1250 else
1176 return op; 1251 op->deactivate_recursive ();
1177 } 1252#endif
1178 1253
1179 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1180 { 1255 {
1181 char *dump = dump_object (op);
1182 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 ());
1183#ifdef MANY_CORES 1257#ifdef MANY_CORES
1184 /* 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
1185 * 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
1186 * improperly inserted. 1260 * improperly inserted.
1187 */ 1261 */
1188 abort (); 1262 abort ();
1189#endif 1263#endif
1190 free (dump);
1191 return op; 1264 return op;
1192 } 1265 }
1193 1266
1194 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1195 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op; 1269 return 0;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231 1270
1232 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1272
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * 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
1236 * need extra work 1275 * need extra work
1237 */ 1276 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1278 return 0;
1240 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1241 1282
1242 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1243 */ 1284 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1247 { 1288 {
1248 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1290 tmp->destroy ();
1250 } 1291 }
1267 op->below = originator->below; 1308 op->below = originator->below;
1268 1309
1269 if (op->below) 1310 if (op->below)
1270 op->below->above = op; 1311 op->below->above = op;
1271 else 1312 else
1272 op->ms ().bot = op; 1313 ms.bot = op;
1273 1314
1274 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1275 originator->below = op; 1316 originator->below = op;
1276 } 1317 }
1277 else 1318 else
1278 { 1319 {
1320 top = ms.bot;
1321
1279 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1324 {
1282 object *last = 0; 1325 object *last = 0;
1283 1326
1284 /* 1327 /*
1285 * 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.
1291 * 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
1292 * 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
1293 * 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
1294 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1295 */ 1338 */
1296 while (top) 1339 for (top = ms.bot; top; top = top->above)
1297 { 1340 {
1298 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))
1299 floor = top; 1342 floor = top;
1300 1343
1301 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))
1304 top = top->below; 1347 top = top->below;
1305 break; 1348 break;
1306 } 1349 }
1307 1350
1308 last = top; 1351 last = top;
1309 top = top->above;
1310 } 1352 }
1311 1353
1312 /* 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 */
1313 top = last; 1355 top = last;
1314 1356
1316 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1318 */ 1360 */
1319 1361
1320 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1366 * stacking is a bit odd.
1325 */ 1367 */
1326 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1327 (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))
1328 { 1371 {
1329 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1374 break;
1375
1332 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1333 * 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
1334 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1379 * set top to the object below us.
1336 */ 1380 */
1337 if (last && last->below && last != floor) 1381 if (last && last->below && last != floor)
1338 top = last->below; 1382 top = last->below;
1339 } 1383 }
1340 } /* If objects on this space */ 1384 } /* If objects on this space */
1341
1342 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1344 1387
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1389 top = floor;
1347 1390
1348 /* 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.
1349 */ 1392 */
1350 1393
1351 /* First object on this space */ 1394 /* First object on this space */
1352 if (!top) 1395 if (!top)
1353 { 1396 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1355 1398
1356 if (op->above) 1399 if (op->above)
1357 op->above->below = op; 1400 op->above->below = op;
1358 1401
1359 op->below = 0; 1402 op->below = 0;
1360 op->ms ().bot = op; 1403 ms.bot = op;
1361 } 1404 }
1362 else 1405 else
1363 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1364 op->above = top->above; 1407 op->above = top->above;
1365 1408
1369 op->below = top; 1412 op->below = top;
1370 top->above = op; 1413 top->above = op;
1371 } 1414 }
1372 1415
1373 if (!op->above) 1416 if (!op->above)
1374 op->ms ().top = op; 1417 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1376 1419
1377 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1378 { 1421 {
1379 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1380 ++op->map->players; 1423 ++op->map->players;
1381 op->map->last_access = runtime; 1424 op->map->touch ();
1382 } 1425 }
1383 1426
1384 op->map->dirty = true; 1427 op->map->dirty = true;
1385 1428
1386 /* 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
1387 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1388 */ 1431 */
1389 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1433 if (object *pl = ms.player ())
1391 if (pl->contr->ns) 1434 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1435 pl->contr->ns->floorbox_update ();
1393 1436
1394 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1398 * 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 -
1399 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1444 * of effect may be sufficient.
1402 */ 1445 */
1403 if (op->map->darkness && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1405 1448
1416 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object(). 1460 * update_object().
1418 */ 1461 */
1419 1462
1420 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1422 { 1465 {
1423 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1424 return 0; 1467 return 0;
1425 1468
1426 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1427 * walk on's. 1470 * walk on's.
1428 */ 1471 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1430 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1431 return 0; 1474 return 0;
1432 } 1475 }
1433 1476
1434 return op; 1477 return op;
1443{ 1486{
1444 object *tmp, *tmp1; 1487 object *tmp, *tmp1;
1445 1488
1446 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1447 1490
1448 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)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1450 tmp->destroy (); 1493 tmp->destroy ();
1451 1494
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1496
1454 tmp1->x = op->x; 1497 tmp1->x = op->x;
1457} 1500}
1458 1501
1459object * 1502object *
1460object::insert_at (object *where, object *originator, int flags) 1503object::insert_at (object *where, object *originator, int flags)
1461{ 1504{
1462 where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1506}
1464 1507
1465/* 1508/*
1466 * 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
1467 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1507 * 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
1508 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1509 * 1552 *
1510 * 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
1511 */ 1554 */
1512
1513object * 1555object *
1514decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1515{ 1557{
1516 object *tmp; 1558 object *tmp;
1517 1559
1592 1634
1593/* 1635/*
1594 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1596 */ 1638 */
1597
1598void 1639void
1599add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1600{ 1641{
1601 while (op != NULL) 1642 while (op != NULL)
1602 { 1643 {
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump); 1659 free (dump);
1619 return op; 1660 return op;
1620 } 1661 }
1621 1662
1622 if (where->head) 1663 if (where->head_ () != where)
1623 { 1664 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head; 1666 where = where->head;
1626 } 1667 }
1627 1668
1628 return where->insert (op); 1669 return where->insert (op);
1629} 1670}
1634 * inside the object environment. 1675 * inside the object environment.
1635 * 1676 *
1636 * 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
1637 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1638 */ 1679 */
1639
1640object * 1680object *
1641object::insert (object *op) 1681object::insert (object *op)
1642{ 1682{
1643 object *tmp, *otmp; 1683 object *tmp, *otmp;
1644 1684
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}
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1999 {
1960 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
1962 } 2002 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 2003}
1977 2004
1978/* 2005/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 2006 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 2007 * a spot at the given map and coordinates which will be able to contain
2021 } 2048 }
2022 2049
2023 if (!index) 2050 if (!index)
2024 return -1; 2051 return -1;
2025 2052
2026 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2027} 2054}
2028 2055
2029/* 2056/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2052{ 2079{
2053 arr += begin; 2080 arr += begin;
2054 end -= begin; 2081 end -= begin;
2055 2082
2056 while (--end) 2083 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2084 swap (arr [end], arr [rndm (end + 1)]);
2058} 2085}
2059 2086
2060/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2088 * 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 2089 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2125 object *tmp;
2099 maptile *mp; 2126 maptile *mp;
2100 2127
2101 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2102 2129
2103 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2104 { 2131 {
2105 exclude = exclude->head; 2132 exclude = exclude->head;
2106 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2107 } 2134 }
2108 else 2135 else
2131 max = maxfree[i]; 2158 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2133 { 2160 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2164 break;
2138 2165
2139 if (tmp) 2166 if (tmp)
2140 return freedir[i]; 2167 return freedir[i];
2141 } 2168 }
2196 2223
2197 return 3; 2224 return 3;
2198} 2225}
2199 2226
2200/* 2227/*
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 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2230 */
2222
2223int 2231int
2224dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2225{ 2233{
2226 int d; 2234 int d;
2227 2235
2355 * create clone from object to another 2363 * create clone from object to another
2356 */ 2364 */
2357object * 2365object *
2358object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2359{ 2367{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2361 2369
2362 if (!asrc) 2370 if (!asrc)
2363 return 0; 2371 return 0;
2364 2372
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2373 src = asrc->head_ ();
2368 2374
2369 prev = 0; 2375 prev = 0;
2370 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2371 { 2377 {
2372 tmp = part->clone (); 2378 tmp = part->clone ();
2373 tmp->x -= src->x; 2379 tmp->x -= src->x;
2374 tmp->y -= src->y; 2380 tmp->y -= src->y;
2375 2381
2393 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2394 2400
2395 return dst; 2401 return dst;
2396} 2402}
2397 2403
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 2404/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2405 * has the same type and subtype match.
2438 * returns NULL if no match. 2406 * returns NULL if no match.
2439 */ 2407 */
2440object * 2408object *
2493 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2494 return link->value; 2462 return link->value;
2495 2463
2496 return 0; 2464 return 0;
2497} 2465}
2498
2499 2466
2500/* 2467/*
2501 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2502 * 2469 *
2503 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2527 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2497 * we get this value back again.
2531 */ 2498 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2500 field->value = 0;
2534 else 2501 else
2535 { 2502 {
2536 if (last) 2503 if (last)
2537 last->next = field->next; 2504 last->next = field->next;
2606 } 2573 }
2607 else 2574 else
2608 item = item->env; 2575 item = item->env;
2609} 2576}
2610 2577
2611
2612const char * 2578const char *
2613object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2614{ 2580{
2615 char *p = desc; 2581 char *p = desc;
2616 bool first = true; 2582 bool first = true;
2583
2584 *p = 0;
2617 2585
2618 for (int i = 0; i < NUM_FLAGS; i++) 2586 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2587 {
2620 if (len <= 10) // magic constant! 2588 if (len <= 10) // magic constant!
2621 { 2589 {
2622 snprintf (p, len, ",..."); 2590 snprintf (p, len, ",...");
2623 break; 2591 break;
2624 } 2592 }
2625 2593
2626 if (flag[i]) 2594 if (flag [i])
2627 { 2595 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2597 len -= cnt;
2630 p += cnt; 2598 p += cnt;
2631 first = false; 2599 first = false;
2633 } 2601 }
2634 2602
2635 return desc; 2603 return desc;
2636} 2604}
2637 2605
2638// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2639const char * 2607const char *
2640object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2641{ 2609{
2642 char flagdesc[512]; 2610 char flagdesc[512];
2643 char info2[256 * 4]; 2611 char info2[256 * 4];
2644 char *p = info; 2612 char *p = info;
2645 2613
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2647 count, uuid.seq, 2615 count, uuid.seq,
2648 &name, 2616 &name,
2649 title ? "\",title:" : "", 2617 title ? "\",title:\"" : "",
2650 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2652 2620
2653 if (env) 2621 if (env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2660} 2628}
2661 2629
2662const char * 2630const char *
2663object::debug_desc () const 2631object::debug_desc () const
2664{ 2632{
2665 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2666 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2667} 2637}
2668 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737

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