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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 1.174 by root, Wed Aug 8 04:52:59 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,
276 278
277 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
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{
563 speed = 0; 649 speed = 0;
564 } 650 }
565 651
566 this->speed = speed; 652 this->speed = speed;
567 653
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 654 if (has_active_speed ())
569 { 655 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 656 else
584 { 657 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} 658}
608 659
609/* 660/*
610 * update_object() updates the the map. 661 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
625 */ 676 */
626void 677void
627update_object (object *op, int action) 678update_object (object *op, int action)
628{ 679{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 680 if (op == NULL)
632 { 681 {
633 /* this should never happen */ 682 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 684 return;
659 return; 708 return;
660 } 709 }
661 710
662 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
663 712
664 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 714 /* nop */;
666 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
667 { 716 {
668 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 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 727 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 728 * to have move_allow right now.
680 */ 729 */
681 || ((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
682 || 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)
683 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
684 } 733 }
685 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 736 * that is being removed.
688 */ 737 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
693 else 742 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 744
696 if (op->more) 745 if (op->more)
697 update_object (op->more, action); 746 update_object (op->more, action);
698} 747}
699 748
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 749object::object ()
704{ 750{
705 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
706 752
707 expmul = 1.0; 753 expmul = 1.0;
708 face = blank_face; 754 face = blank_face;
709} 755}
710 756
711object::~object () 757object::~object ()
712{ 758{
759 unlink ();
760
713 free_key_values (this); 761 free_key_values (this);
714} 762}
715 763
764static int object_count;
765
716void object::link () 766void object::link ()
717{ 767{
718 count = ++ob_count; 768 assert (!index);//D
719 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
720 771
721 prev = 0; 772 refcnt_inc ();
722 next = object::first; 773 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 774}
729 775
730void object::unlink () 776void object::unlink ()
731{ 777{
732 if (this == object::first) 778 if (!index)
733 object::first = next; 779 return;
734 780
735 /* Remove this object from the list of used objects */ 781 objects.erase (this);
736 if (prev) prev->next = next; 782 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 783}
742 784
743void 785void
786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
744object::activate (bool recursive) 797object::activate_recursive ()
745{ 798{
746 // uh, hack 799 activate ();
747 set_speed (speed);
748 800
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 801 for (object *op = inv; op; op = op->below)
751 op->activate (1); 802 op->activate_recursive ();
752} 803}
753 804
754/* This function removes object 'op' from the list of active 805/* This function removes object 'op' from the list of active
755 * objects. 806 * objects.
756 * This should only be used for style maps or other such 807 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 809 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 810 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 811 * will do the right thing based on the speed of the object.
761 */ 812 */
762void 813void
763object::deactivate (bool recursive) 814object::deactivate ()
764{ 815{
765 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 817 if (!active)
767 return; 818 return;
768 819
769 if (active_prev == 0) 820 actives.erase (this);
770 { 821}
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 }
781 822
782 active_next = 0; 823void
783 active_prev = 0; 824object::deactivate_recursive ()
784 825{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
787 op->deactivate (1); 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 }
788} 840}
789 841
790/* 842/*
791 * 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.
792 * object.c ? 844 * object.c ?
807 * drop on that space. 859 * drop on that space.
808 */ 860 */
809 if (!drop_to_ground 861 if (!drop_to_ground
810 || !map 862 || !map
811 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
813 { 866 {
814 while (inv) 867 while (inv)
815 { 868 {
816 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
825 878
826 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 881 || op->type == RUNE
829 || op->type == TRAP 882 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 885 op->destroy ();
832 else 886 else
833 map->insert (op, x, y); 887 map->insert (op, x, y);
834 } 888 }
835 } 889 }
843} 897}
844 898
845void 899void
846object::do_destroy () 900object::do_destroy ()
847{ 901{
902 attachable::do_destroy ();
903
848 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 905 remove_button_link (this);
850 906
851 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 908 remove_friendly_object (this);
853 909
854 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
855 remove (); 911 remove ();
856 912
857 if (flag [FLAG_FREED]) 913 destroy_inv (true);
858 return;
859 914
860 set_speed (0); 915 deactivate ();
916 unlink ();
861 917
862 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 919
869 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
870 { 921 {
871 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
872 923
877 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 929 freed_map->width = 3;
879 freed_map->height = 3; 930 freed_map->height = 3;
880 931
881 freed_map->alloc (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
882 } 934 }
883 935
884 map = freed_map; 936 map = freed_map;
885 x = 1; 937 x = 1;
886 y = 1; 938 y = 1;
887 } 939 }
888 940
889 head = 0;
890
891 if (more) 941 if (more)
892 { 942 {
893 more->destroy (); 943 more->destroy ();
894 more = 0; 944 more = 0;
895 } 945 }
896 946
947 head = 0;
948
897 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
898 owner = 0; 950 owner = 0;
899 enemy = 0; 951 enemy = 0;
900 attacked_by = 0; 952 attacked_by = 0;
901 953 current_weapon = 0;
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{
909 if (destroyed ()) 959 if (destroyed ())
910 return; 960 return;
911 961
912 if (destroy_inventory) 962 if (destroy_inventory)
913 destroy_inv (false); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 970
915 attachable::destroy (); 971 attachable::destroy ();
916} 972}
917 973
918/* 974/*
936 * This function removes the object op from the linked list of objects 992 * 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 993 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
940 * the previous environment. 996 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 997 */
943void 998void
944object::remove () 999object::do_remove ()
945{ 1000{
946 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
947 object *otmp; 1002 object *otmp;
948 1003
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 1047 }
993 else if (map) 1048 else if (map)
994 { 1049 {
995 if (type == PLAYER) 1050 if (type == PLAYER)
996 { 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
997 --map->players; 1058 --map->players;
998 map->last_access = runtime; 1059 map->touch ();
999 } 1060 }
1000 1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1001 1064
1002 /* link the object above us */ 1065 /* link the object above us */
1003 if (above) 1066 if (above)
1004 above->below = below; 1067 above->below = below;
1005 else 1068 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1007 1070
1008 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1009 if (below) 1072 if (below)
1010 below->above = above; 1073 below->above = above;
1011 else 1074 else
1013 /* Nothing below, which means we need to relink map object for this space 1076 /* 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 1077 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1078 * evident
1016 */ 1079 */
1017 if (GET_MAP_OB (map, x, y) != this) 1080 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); 1081 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 1082
1028 map->at (x, y).bot = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1029 } 1084 }
1030 1085
1031 above = 0; 1086 above = 0;
1032 below = 0; 1087 below = 0;
1033 1088
1034 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1035 return; 1090 return;
1036 1091
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1093
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1094 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1095 {
1041 /* No point updating the players look faces if he is the object 1096 /* No point updating the players look faces if he is the object
1042 * being removed. 1097 * being removed.
1043 */ 1098 */
1044 1099
1045 if (tmp->type == PLAYER && tmp != this) 1100 if (tmp->type == PLAYER && tmp->container == this)
1046 {
1047 /* If a container that the player is currently using somehow gets 1101 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1049 * appropriately. 1103 * appropriately.
1050 */ 1104 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0; 1105 tmp->close_container ();
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060 1106
1061 /* See if object moving off should effect something */ 1107 /* See if object moving off should effect something */
1062 if (check_walk_off 1108 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1109 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1067 1113
1068 if (destroyed ()) 1114 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1115 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1116 }
1071 1117
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp; 1118 last = tmp;
1078 } 1119 }
1079 1120
1080 /* last == NULL if there are no objects on this space */ 1121 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1122 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1123 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1124 map->at (x, y).flags_ = 0;
1084 else 1125 else
1085 update_object (last, UP_OBJ_REMOVE); 1126 update_object (last, UP_OBJ_REMOVE);
1086 1127
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1128 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1129 update_all_los (map, x, y);
1124 } 1165 }
1125 1166
1126 return 0; 1167 return 0;
1127} 1168}
1128 1169
1170void
1171object::expand_tail ()
1172{
1173 if (more)
1174 return;
1175
1176 object *prev = this;
1177
1178 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 {
1180 object *op = arch_to_object (at);
1181
1182 op->name = name;
1183 op->name_pl = name_pl;
1184 op->title = title;
1185
1186 op->head = this;
1187 prev->more = op;
1188
1189 prev = op;
1190 }
1191}
1192
1129/* 1193/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1194 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1195 * job preparing multi-part monsters.
1132 */ 1196 */
1133object * 1197object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1199{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1201 {
1138 tmp->x = x + tmp->arch->clone.x; 1202 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1203 tmp->y = y + tmp->arch->y;
1140 } 1204 }
1141 1205
1142 return insert_ob_in_map (op, m, originator, flag); 1206 return insert_ob_in_map (op, m, originator, flag);
1143} 1207}
1144 1208
1163 * just 'op' otherwise 1227 * just 'op' otherwise
1164 */ 1228 */
1165object * 1229object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1231{
1232 assert (!op->flag [FLAG_FREED]);
1233
1168 object *tmp, *top, *floor = NULL; 1234 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1235
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1236 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1237
1177 if (!m) 1238#if 0
1178 { 1239 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1240 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1241 op->activate_recursive ();
1181 free (dump); 1242 else
1182 return op; 1243 op->deactivate_recursive ();
1183 } 1244#endif
1184 1245
1185 if (out_of_map (m, op->x, op->y)) 1246 if (out_of_map (m, op->x, op->y))
1186 { 1247 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1249#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1250 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1251 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1252 * improperly inserted.
1193 */ 1253 */
1194 abort (); 1254 abort ();
1195#endif 1255#endif
1196 free (dump);
1197 return op; 1256 return op;
1198 } 1257 }
1199 1258
1200 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1259 if (object *more = op->more)
1201 { 1260 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; 1261 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 1262
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1263 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1264
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1265 /* 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 1266 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1267 * need extra work
1243 */ 1268 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1269 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1270 return 0;
1246 y = op->y; 1271
1272 op->map = m;
1273 mapspace &ms = op->ms ();
1247 1274
1248 /* this has to be done after we translate the coordinates. 1275 /* this has to be done after we translate the coordinates.
1249 */ 1276 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1277 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1278 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1279 if (object::can_merge (op, tmp))
1253 { 1280 {
1254 op->nrof += tmp->nrof; 1281 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1282 tmp->destroy ();
1256 } 1283 }
1273 op->below = originator->below; 1300 op->below = originator->below;
1274 1301
1275 if (op->below) 1302 if (op->below)
1276 op->below->above = op; 1303 op->below->above = op;
1277 else 1304 else
1278 op->ms ().bot = op; 1305 ms.bot = op;
1279 1306
1280 /* since *below* originator, no need to update top */ 1307 /* since *below* originator, no need to update top */
1281 originator->below = op; 1308 originator->below = op;
1282 } 1309 }
1283 else 1310 else
1284 { 1311 {
1312 top = ms.bot;
1313
1285 /* If there are other objects, then */ 1314 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1315 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1316 {
1288 object *last = 0; 1317 object *last = 0;
1289 1318
1290 /* 1319 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1320 * 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 1326 * 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 1327 * 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 1328 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1329 * that flying non pickable objects are spell objects.
1301 */ 1330 */
1302 while (top) 1331 for (top = ms.bot; top; top = top->above)
1303 { 1332 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1334 floor = top;
1306 1335
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1336 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; 1339 top = top->below;
1311 break; 1340 break;
1312 } 1341 }
1313 1342
1314 last = top; 1343 last = top;
1315 top = top->above;
1316 } 1344 }
1317 1345
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1346 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1347 top = last;
1320 1348
1322 * looks like instead of lots of conditions here. 1350 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1351 * makes things faster, and effectively the same result.
1324 */ 1352 */
1325 1353
1326 /* Have object 'fall below' other objects that block view. 1354 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1355 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1356 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1357 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1358 * stacking is a bit odd.
1331 */ 1359 */
1332 if (!(flag & INS_ON_TOP) && 1360 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)) 1361 && ms.flags () & P_BLOCKSVIEW
1362 && (op->face && !faces [op->face].visibility))
1334 { 1363 {
1335 for (last = top; last != floor; last = last->below) 1364 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1365 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1366 break;
1367
1338 /* Check to see if we found the object that blocks view, 1368 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1369 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1370 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1371 * set top to the object below us.
1342 */ 1372 */
1343 if (last && last->below && last != floor) 1373 if (last && last->below && last != floor)
1344 top = last->below; 1374 top = last->below;
1345 } 1375 }
1346 } /* If objects on this space */ 1376 } /* If objects on this space */
1347
1348 if (flag & INS_MAP_LOAD) 1377 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1378 top = ms.top;
1350 1379
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1380 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1381 top = floor;
1353 1382
1354 /* Top is the object that our object (op) is going to get inserted above. 1383 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1384 */
1356 1385
1357 /* First object on this space */ 1386 /* First object on this space */
1358 if (!top) 1387 if (!top)
1359 { 1388 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1389 op->above = ms.bot;
1361 1390
1362 if (op->above) 1391 if (op->above)
1363 op->above->below = op; 1392 op->above->below = op;
1364 1393
1365 op->below = 0; 1394 op->below = 0;
1366 op->ms ().bot = op; 1395 ms.bot = op;
1367 } 1396 }
1368 else 1397 else
1369 { /* get inserted into the stack above top */ 1398 { /* get inserted into the stack above top */
1370 op->above = top->above; 1399 op->above = top->above;
1371 1400
1375 op->below = top; 1404 op->below = top;
1376 top->above = op; 1405 top->above = op;
1377 } 1406 }
1378 1407
1379 if (!op->above) 1408 if (!op->above)
1380 op->ms ().top = op; 1409 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1410 } /* else not INS_BELOW_ORIGINATOR */
1382 1411
1383 if (op->type == PLAYER) 1412 if (op->type == PLAYER)
1384 { 1413 {
1385 op->contr->do_los = 1; 1414 op->contr->do_los = 1;
1386 ++op->map->players; 1415 ++op->map->players;
1387 op->map->last_access = runtime; 1416 op->map->touch ();
1388 } 1417 }
1418
1419 op->map->dirty = true;
1389 1420
1390 /* If we have a floor, we know the player, if any, will be above 1421 /* 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. 1422 * it, so save a few ticks and start from there.
1392 */ 1423 */
1393 if (!(flag & INS_MAP_LOAD)) 1424 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1425 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1426 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1427 pl->contr->ns->floorbox_update ();
1397 1428
1398 /* If this object glows, it may affect lighting conditions that are 1429 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1430 * 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 1431 * 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 1432 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1433 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1434 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1435 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1436 * of effect may be sufficient.
1406 */ 1437 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1438 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1439 update_all_los (op->map, op->x, op->y);
1409 1440
1420 * blocked() and wall() work properly), and these flags are updated by 1451 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1452 * update_object().
1422 */ 1453 */
1423 1454
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1455 /* 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) 1456 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1457 {
1427 if (check_move_on (op, originator)) 1458 if (check_move_on (op, originator))
1428 return 0; 1459 return 0;
1429 1460
1430 /* If we are a multi part object, lets work our way through the check 1461 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1462 * walk on's.
1432 */ 1463 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1464 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1465 if (check_move_on (tmp, originator))
1435 return 0; 1466 return 0;
1436 } 1467 }
1437 1468
1438 return op; 1469 return op;
1447{ 1478{
1448 object *tmp, *tmp1; 1479 object *tmp, *tmp1;
1449 1480
1450 /* first search for itself and remove any old instances */ 1481 /* first search for itself and remove any old instances */
1451 1482
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1483 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1484 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1485 tmp->destroy ();
1455 1486
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1487 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1488
1458 tmp1->x = op->x; 1489 tmp1->x = op->x;
1461} 1492}
1462 1493
1463object * 1494object *
1464object::insert_at (object *where, object *originator, int flags) 1495object::insert_at (object *where, object *originator, int flags)
1465{ 1496{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1497 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1498}
1468 1499
1469/* 1500/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * 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 1502 * is returned contains nr objects, and the remaining parts contains
1511 * the amount of an object. If the amount reaches 0, the object 1542 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1543 * is subsequently removed and freed.
1513 * 1544 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1545 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1546 */
1516
1517object * 1547object *
1518decrease_ob_nr (object *op, uint32 i) 1548decrease_ob_nr (object *op, uint32 i)
1519{ 1549{
1520 object *tmp; 1550 object *tmp;
1521 1551
1596 1626
1597/* 1627/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1628 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1629 * and also updates how much the environment(s) is/are carrying.
1600 */ 1630 */
1601
1602void 1631void
1603add_weight (object *op, signed long weight) 1632add_weight (object *op, signed long weight)
1604{ 1633{
1605 while (op != NULL) 1634 while (op != NULL)
1606 { 1635 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1650 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1651 free (dump);
1623 return op; 1652 return op;
1624 } 1653 }
1625 1654
1626 if (where->head) 1655 if (where->head_ () != where)
1627 { 1656 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1657 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1658 where = where->head;
1630 } 1659 }
1631 1660
1632 return where->insert (op); 1661 return where->insert (op);
1633} 1662}
1638 * inside the object environment. 1667 * inside the object environment.
1639 * 1668 *
1640 * The function returns now pointer to inserted item, and return value can 1669 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1670 * be != op, if items are merged. -Tero
1642 */ 1671 */
1643
1644object * 1672object *
1645object::insert (object *op) 1673object::insert (object *op)
1646{ 1674{
1647 object *tmp, *otmp; 1675 object *tmp, *otmp;
1648 1676
1780 1808
1781 /* The objects have to be checked from top to bottom. 1809 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1810 * Hence, we first go to the top:
1783 */ 1811 */
1784 1812
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1813 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1814 {
1787 /* Trim the search when we find the first other spell effect 1815 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1816 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1817 * we don't need to check all of them.
1790 */ 1818 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 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)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1838 {
1811 1839
1812 float 1840 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1841 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1842
1815 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1844 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))) 1845 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1846 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1849 */ 1877 */
1850object * 1878object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1879present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1880{
1853 if (m == NULL || out_of_map (m, x, y)) 1881 if (!m || out_of_map (m, x, y))
1854 { 1882 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1883 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1884 return NULL;
1857 } 1885 }
1858 1886
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1888 if (tmp->arch == at)
1861 return tmp; 1889 return tmp;
1862 1890
1863 return NULL; 1891 return NULL;
1864} 1892}
1875 { 1903 {
1876 LOG (llevError, "Present called outside map.\n"); 1904 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1905 return NULL;
1878 } 1906 }
1879 1907
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1908 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1909 if (tmp->type == type)
1882 return tmp; 1910 return tmp;
1883 1911
1884 return NULL; 1912 return NULL;
1885} 1913}
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 { 1991 {
1964 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1966 } 1994 }
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} 1995}
1981 1996
1982/* 1997/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * 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 1999 * a spot at the given map and coordinates which will be able to contain
2025 } 2040 }
2026 2041
2027 if (!index) 2042 if (!index)
2028 return -1; 2043 return -1;
2029 2044
2030 return altern[RANDOM () % index]; 2045 return altern [rndm (index)];
2031} 2046}
2032 2047
2033/* 2048/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2050 * find_free_spot(), but it will search max number of squares.
2056{ 2071{
2057 arr += begin; 2072 arr += begin;
2058 end -= begin; 2073 end -= begin;
2059 2074
2060 while (--end) 2075 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2076 swap (arr [end], arr [rndm (end + 1)]);
2062} 2077}
2063 2078
2064/* new function to make monster searching more efficient, and effective! 2079/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2080 * 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 2081 * the spaces to find monsters. In this way, it won't always look for
2102 object *tmp; 2117 object *tmp;
2103 maptile *mp; 2118 maptile *mp;
2104 2119
2105 MoveType blocked, move_type; 2120 MoveType blocked, move_type;
2106 2121
2107 if (exclude && exclude->head) 2122 if (exclude && exclude->head_ () != exclude)
2108 { 2123 {
2109 exclude = exclude->head; 2124 exclude = exclude->head;
2110 move_type = exclude->move_type; 2125 move_type = exclude->move_type;
2111 } 2126 }
2112 else 2127 else
2135 max = maxfree[i]; 2150 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE) 2151 else if (mflags & P_IS_ALIVE)
2137 { 2152 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break; 2156 break;
2142 2157
2143 if (tmp) 2158 if (tmp)
2144 return freedir[i]; 2159 return freedir[i];
2145 } 2160 }
2200 2215
2201 return 3; 2216 return 3;
2202} 2217}
2203 2218
2204/* 2219/*
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 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2222 */
2226
2227int 2223int
2228dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2229{ 2225{
2230 int d; 2226 int d;
2231 2227
2359 * create clone from object to another 2355 * create clone from object to another
2360 */ 2356 */
2361object * 2357object *
2362object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2363{ 2359{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *prev, *item;
2365 2361
2366 if (!asrc) 2362 if (!asrc)
2367 return 0; 2363 return 0;
2368 2364
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2365 src = asrc->head_ ();
2372 2366
2373 prev = 0; 2367 prev = 0;
2374 for (part = src; part; part = part->more) 2368 for (object *part = src; part; part = part->more)
2375 { 2369 {
2376 tmp = part->clone (); 2370 tmp = part->clone ();
2377 tmp->x -= src->x; 2371 tmp->x -= src->x;
2378 tmp->y -= src->y; 2372 tmp->y -= src->y;
2379 2373
2397 insert_ob_in_ob (object_create_clone (item), dst); 2391 insert_ob_in_ob (object_create_clone (item), dst);
2398 2392
2399 return dst; 2393 return dst;
2400} 2394}
2401 2395
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 2396/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2397 * has the same type and subtype match.
2442 * returns NULL if no match. 2398 * returns NULL if no match.
2443 */ 2399 */
2444object * 2400object *
2497 if (link->key == canonical_key) 2453 if (link->key == canonical_key)
2498 return link->value; 2454 return link->value;
2499 2455
2500 return 0; 2456 return 0;
2501} 2457}
2502
2503 2458
2504/* 2459/*
2505 * Updates the canonical_key in op to value. 2460 * Updates the canonical_key in op to value.
2506 * 2461 *
2507 * canonical_key is a shared string (value doesn't have to be). 2462 * canonical_key is a shared string (value doesn't have to be).
2531 /* Basically, if the archetype has this key set, 2486 /* Basically, if the archetype has this key set,
2532 * we need to store the null value so when we save 2487 * we need to store the null value so when we save
2533 * it, we save the empty value so that when we load, 2488 * it, we save the empty value so that when we load,
2534 * we get this value back again. 2489 * we get this value back again.
2535 */ 2490 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2491 if (get_ob_key_link (op->arch, canonical_key))
2537 field->value = 0; 2492 field->value = 0;
2538 else 2493 else
2539 { 2494 {
2540 if (last) 2495 if (last)
2541 last->next = field->next; 2496 last->next = field->next;
2610 } 2565 }
2611 else 2566 else
2612 item = item->env; 2567 item = item->env;
2613} 2568}
2614 2569
2570const char *
2571object::flag_desc (char *desc, int len) const
2572{
2573 char *p = desc;
2574 bool first = true;
2575
2576 *p = 0;
2577
2578 for (int i = 0; i < NUM_FLAGS; i++)
2579 {
2580 if (len <= 10) // magic constant!
2581 {
2582 snprintf (p, len, ",...");
2583 break;
2584 }
2585
2586 if (flag [i])
2587 {
2588 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2589 len -= cnt;
2590 p += cnt;
2591 first = false;
2592 }
2593 }
2594
2595 return desc;
2596}
2597
2615// return a suitable string describing an objetc in enough detail to find it 2598// return a suitable string describing an object in enough detail to find it
2616const char * 2599const char *
2617object::debug_desc (char *info) const 2600object::debug_desc (char *info) const
2618{ 2601{
2602 char flagdesc[512];
2619 char info2[256 * 3]; 2603 char info2[256 * 4];
2620 char *p = info; 2604 char *p = info;
2621 2605
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2607 count, uuid.seq,
2624 &name, 2608 &name,
2625 title ? " " : "", 2609 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2610 title ? (const char *)title : "",
2611 flag_desc (flagdesc, 512), type);
2627 2612
2628 if (env) 2613 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2614 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2615
2631 if (map) 2616 if (map)
2635} 2620}
2636 2621
2637const char * 2622const char *
2638object::debug_desc () const 2623object::debug_desc () const
2639{ 2624{
2640 static char info[256 * 3]; 2625 static char info[3][256 * 4];
2626 static int info_idx;
2627
2641 return debug_desc (info); 2628 return debug_desc (info [++info_idx % 3]);
2642} 2629}
2643 2630
2631struct region *
2632object::region () const
2633{
2634 return map ? map->region (x, y)
2635 : region::default_region ();
2636}
2637
2638const materialtype_t *
2639object::dominant_material () const
2640{
2641 if (materialtype_t *mt = name_to_material (materialname))
2642 return mt;
2643
2644 return name_to_material (shstr_unknown);
2645}
2646
2647void
2648object::open_container (object *new_container)
2649{
2650 if (container == new_container)
2651 return;
2652
2653 if (object *old_container = container)
2654 {
2655 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2656 return;
2657
2658#if 0
2659 // remove the "Close old_container" object.
2660 if (object *closer = old_container->inv)
2661 if (closer->type == CLOSE_CON)
2662 closer->destroy ();
2663#endif
2664
2665 old_container->flag [FLAG_APPLIED] = 0;
2666 container = 0;
2667
2668 esrv_update_item (UPD_FLAGS, this, old_container);
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2670 }
2671
2672 if (new_container)
2673 {
2674 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2675 return;
2676
2677 // TODO: this does not seem to serve any purpose anymore?
2678#if 0
2679 // insert the "Close Container" object.
2680 if (archetype *closer = new_container->other_arch)
2681 {
2682 object *closer = arch_to_object (new_container->other_arch);
2683 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2684 new_container->insert (closer);
2685 }
2686#endif
2687
2688 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2689
2690 new_container->flag [FLAG_APPLIED] = 1;
2691 container = new_container;
2692
2693 esrv_update_item (UPD_FLAGS, this, new_container);
2694 esrv_send_inventory (this, new_container);
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729

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