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Comparing deliantra/server/common/object.C (file contents):
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.119 by root, Fri Jan 19 18:06:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
490 489
491 if (is_removed) 490 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
493 492
494 if (speed < 0) 493 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
496 495
497 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
498 if (key_values) 497 if (key_values)
499 { 498 {
500 key_value *tail = 0; 499 key_value *tail = 0;
522 tail = new_link; 521 tail = new_link;
523 } 522 }
524 } 523 }
525 } 524 }
526 525
527 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
528} 527}
529 528
530object * 529object *
531object::clone () 530object::clone ()
532{ 531{
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
554 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559update_ob_speed (object *op) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 561 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 563 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 564 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 565
586 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 567
590 if (op->active_next != NULL) 568 if (has_active_speed ())
591 op->active_next->active_prev = op; 569 activate ();
592
593 active_objects = op;
594 }
595 else 570 else
596 { 571 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 572}
651 573
652/* 574/*
653 * update_object() updates the the map. 575 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
691 */ 613 */
692 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return; 615 return;
694 616
695 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 619 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
699#ifdef MANY_CORES 621#ifdef MANY_CORES
700 abort (); 622 abort ();
701#endif 623#endif
702 return; 624 return;
703 } 625 }
704 626
705 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
706 628
707 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 630 /* nop */;
709 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
710 { 632 {
711 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 644 * to have move_allow right now.
723 */ 645 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
727 } 649 }
728 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 652 * that is being removed.
731 */ 653 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
736 else 658 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 660
739 if (op->more) 661 if (op->more)
740 update_object (op->more, action); 662 update_object (op->more, action);
741} 663}
742 664
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 665object::object ()
747{ 666{
748 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
749 668
750 expmul = 1.0; 669 expmul = 1.0;
751 face = blank_face; 670 face = blank_face;
752} 671}
753 672
754object::~object () 673object::~object ()
755{ 674{
675 if (index)
676 unlink ();
677
756 free_key_values (this); 678 free_key_values (this);
757} 679}
758 680
681static int object_count;
682
759void object::link () 683void object::link ()
760{ 684{
761 count = ++ob_count; 685 assert (!index);//D
762 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
763 688
764 prev = 0; 689 refcnt_inc ();
765 next = object::first; 690 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 691}
772 692
773void object::unlink () 693void object::unlink ()
774{ 694{
775 if (this == object::first) 695 assert (index);//D
776 object::first = next; 696 objects.erase (this);
777 697 refcnt_dec ();
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784} 698}
785 699
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
792
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 700void
804object::do_destroy () 701object::activate ()
805{ 702{
806 attachable::do_destroy (); 703 /* If already on active list, don't do anything */
807 704 if (active)
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 705 return;
819 706
820 flag [FLAG_FREED] = 1; 707 if (has_active_speed ())
708 actives.insert (this);
709}
821 710
822 // hack to ensure that freed objects still have a valid map 711void
823 { 712object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 713{
714 activate ();
825 715
826 if (!freed_map) 716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718}
719
720/* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728void
729object::deactivate ()
730{
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736}
737
738void
739object::deactivate_recursive ()
740{
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
827 { 751 {
828 freed_map = new maptile; 752 op->flag [flag] = value;
829 753 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 754 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 755}
860 756
861/* 757/*
862 * Remove and free all objects in the inventory of the given object. 758 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 759 * object.c ?
864 */ 760 */
865void 761void
866object::destroy_inv (bool drop_to_ground) 762object::destroy_inv (bool drop_to_ground)
867{ 763{
764 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory,
768 // cf will crash below with off-map x and y
868 if (!inv) 769 if (!inv)
869 return; 770 return;
870 771
871 /* Only if the space blocks everything do we not process - 772 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 773 * if some form of movement is allowed, let objects
873 * drop on that space. 774 * drop on that space.
874 */ 775 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 776 if (!drop_to_ground
777 || !map
778 || map->in_memory != MAP_IN_MEMORY
779 || ms ().move_block == MOVE_ALL)
876 { 780 {
877 while (inv) 781 while (inv)
878 { 782 {
879 inv->destroy_inv (drop_to_ground); 783 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 784 inv->destroy ();
888 792
889 if (op->flag [FLAG_STARTEQUIP] 793 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 794 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 795 || op->type == RUNE
892 || op->type == TRAP 796 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 799 op->destroy ();
895 else 800 else
896 { 801 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 802 }
903 } 803 }
804}
805
806object *object::create ()
807{
808 object *op = new object;
809 op->link ();
810 return op;
811}
812
813void
814object::do_destroy ()
815{
816 attachable::do_destroy ();
817
818 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this);
820
821 if (flag [FLAG_FRIENDLY])
822 remove_friendly_object (this);
823
824 if (!flag [FLAG_REMOVED])
825 remove ();
826
827 destroy_inv (true);
828
829 deactivate ();
830 unlink ();
831
832 flag [FLAG_FREED] = 1;
833
834 // hack to ensure that freed objects still have a valid map
835 {
836 static maptile *freed_map; // freed objects are moved here to avoid crashes
837
838 if (!freed_map)
839 {
840 freed_map = new maptile;
841
842 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3;
844 freed_map->height = 3;
845
846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
848 }
849
850 map = freed_map;
851 x = 1;
852 y = 1;
853 }
854
855 head = 0;
856
857 if (more)
858 {
859 more->destroy ();
860 more = 0;
861 }
862
863 // clear those pointers that likely might have circular references to us
864 owner = 0;
865 enemy = 0;
866 attacked_by = 0;
904} 867}
905 868
906void 869void
907object::destroy (bool destroy_inventory) 870object::destroy (bool destroy_inventory)
908{ 871{
909 if (destroyed ()) 872 if (destroyed ())
910 return; 873 return;
911 874
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 875 if (destroy_inventory)
920 destroy_inv (true); 876 destroy_inv (false);
921 877
922 attachable::destroy (); 878 attachable::destroy ();
923} 879}
924 880
925/* 881/*
946 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
947 * the previous environment. 903 * the previous environment.
948 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
949 */ 905 */
950void 906void
951object::remove () 907object::remove_slow ()
952{ 908{
953 object *tmp, *last = 0; 909 object *tmp, *last = 0;
954 object *otmp; 910 object *otmp;
955 911
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 934 * to save cpu time.
979 */ 935 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 937 otmp->update_stats ();
982 938
983 if (above != NULL) 939 if (above)
984 above->below = below; 940 above->below = below;
985 else 941 else
986 env->inv = below; 942 env->inv = below;
987 943
988 if (below != NULL) 944 if (below)
989 below->above = above; 945 below->above = above;
990 946
991 /* we set up values so that it could be inserted into 947 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 948 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 949 * to the caller to decide what we want to do.
997 above = 0, below = 0; 953 above = 0, below = 0;
998 env = 0; 954 env = 0;
999 } 955 }
1000 else if (map) 956 else if (map)
1001 { 957 {
1002 /* Re did the following section of code - it looks like it had 958 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
1005 966
1006 /* link the object above us */ 967 /* link the object above us */
1007 if (above) 968 if (above)
1008 above->below = below; 969 above->below = below;
1009 else 970 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
1011 972
1012 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
1013 if (below) 974 if (below)
1014 below->above = above; 975 below->above = above;
1015 else 976 else
1017 /* Nothing below, which means we need to relink map object for this space 978 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1019 * evident 980 * evident
1020 */ 981 */
1021 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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); 983 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 984
1032 map->at (x, y).bottom = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1033 } 986 }
1034 987
1035 above = 0; 988 above = 0;
1036 below = 0; 989 below = 0;
1037 990
1038 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1039 return; 992 return;
1040 993
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 995
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 997 {
1045 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1046 * being removed. 999 * being removed.
1047 */ 1000 */
1048 1001
1060 1013
1061 if (tmp->contr->ns) 1014 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1015 tmp->contr->ns->floorbox_update ();
1063 } 1016 }
1064 1017
1065 /* See if player moving off should effect something */ 1018 /* See if object moving off should effect something */
1066 if (check_walk_off 1019 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1020 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1022 {
1070 move_apply (tmp, this, 0); 1023 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1025 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1027 }
1075 1028
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1031 if (tmp->above == tmp)
1079 tmp->above = 0; 1032 tmp->above = 0;
1080 1033
1081 last = tmp; 1034 last = tmp;
1082 } 1035 }
1083 1036
1084 /* last == NULL of there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1039 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1040 map->at (x, y).flags_ = 0;
1087 else 1041 else
1088 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1089 1043
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1045 update_all_los (map, x, y);
1128 1082
1129 return 0; 1083 return 0;
1130} 1084}
1131 1085
1132/* 1086/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1135 */ 1089 */
1136object * 1090object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1092{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1094 {
1146 tmp->x = x + tmp->arch->clone.x; 1095 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1096 tmp->y = y + tmp->arch->clone.y;
1148 } 1097 }
1149 1098
1172 */ 1121 */
1173object * 1122object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1124{
1176 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1126
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1180 { 1128 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1130 return NULL;
1183 } 1131 }
1184 1132
1185 if (m == NULL) 1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
1138 if (!m)
1186 { 1139 {
1187 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1142 free (dump);
1190 return op; 1143 return op;
1203#endif 1156#endif
1204 free (dump); 1157 free (dump);
1205 return op; 1158 return op;
1206 } 1159 }
1207 1160
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more; 1161 if (object *more = op->more)
1221 1162 {
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1164 {
1239 if (!op->head) 1165 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1167
1242 return 0; 1168 return 0;
1247 1173
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1176 * need extra work
1251 */ 1177 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1179 return 0;
1254 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1255 1183
1256 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1257 */ 1185 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1261 { 1189 {
1262 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1191 tmp->destroy ();
1264 } 1192 }
1281 op->below = originator->below; 1209 op->below = originator->below;
1282 1210
1283 if (op->below) 1211 if (op->below)
1284 op->below->above = op; 1212 op->below->above = op;
1285 else 1213 else
1286 op->ms ().bottom = op; 1214 ms.bot = op;
1287 1215
1288 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1289 originator->below = op; 1217 originator->below = op;
1290 } 1218 }
1291 else 1219 else
1292 { 1220 {
1221 top = ms.bot;
1222
1293 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1225 {
1296 object *last = NULL; 1226 object *last = 0;
1297 1227
1298 /* 1228 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1230 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1231 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1235 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1236 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1237 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1309 */ 1239 */
1310 1240 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1241 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1243 floor = top;
1315 1244
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1248 top = top->below;
1320 break; 1249 break;
1321 } 1250 }
1322 1251
1323 last = top; 1252 last = top;
1324 top = top->above;
1325 } 1253 }
1326 1254
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1256 top = last;
1329 1257
1336 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1267 * stacking is a bit odd.
1340 */ 1268 */
1341 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1343 { 1272 {
1344 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1275 break;
1276
1347 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1280 * set top to the object below us.
1351 */ 1281 */
1353 top = last->below; 1283 top = last->below;
1354 } 1284 }
1355 } /* If objects on this space */ 1285 } /* If objects on this space */
1356 1286
1357 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1359 1289
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1291 top = floor;
1362 1292
1363 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1294 */
1365 1295
1366 /* First object on this space */ 1296 /* First object on this space */
1367 if (!top) 1297 if (!top)
1368 { 1298 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1370 1300
1371 if (op->above) 1301 if (op->above)
1372 op->above->below = op; 1302 op->above->below = op;
1373 1303
1374 op->below = NULL; 1304 op->below = 0;
1375 op->ms ().bottom = op; 1305 ms.bot = op;
1376 } 1306 }
1377 else 1307 else
1378 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1379 op->above = top->above; 1309 op->above = top->above;
1380 1310
1383 1313
1384 op->below = top; 1314 op->below = top;
1385 top->above = op; 1315 top->above = op;
1386 } 1316 }
1387 1317
1388 if (op->above == NULL) 1318 if (!op->above)
1389 op->ms ().top = op; 1319 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1391 1321
1392 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1323 {
1393 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1394 1330
1395 /* If we have a floor, we know the player, if any, will be above 1331 /* If we have a floor, we know the player, if any, will be above
1396 * it, so save a few ticks and start from there. 1332 * it, so save a few ticks and start from there.
1397 */ 1333 */
1398 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1336 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1402 1338
1403 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1340 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1341 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1342 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1346 * of effect may be sufficient.
1411 */ 1347 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1414 1350
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1351 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1352 update_object (op, UP_OBJ_INSERT);
1417 1353
1452{ 1388{
1453 object *tmp, *tmp1; 1389 object *tmp, *tmp1;
1454 1390
1455 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1456 1392
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1395 tmp->destroy ();
1460 1396
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1398
1463 tmp1->x = op->x; 1399 tmp1->x = op->x;
1464 tmp1->y = op->y; 1400 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1401 insert_ob_in_map (tmp1, op->map, op, 0);
1402}
1403
1404object *
1405object::insert_at (object *where, object *originator, int flags)
1406{
1407 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1408}
1467 1409
1468/* 1410/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1412 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1413 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1414 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1415 * global static errmsg array.
1474 */ 1416 */
1475
1476object * 1417object *
1477get_split_ob (object *orig_ob, uint32 nr) 1418get_split_ob (object *orig_ob, uint32 nr)
1478{ 1419{
1479 object *newob; 1420 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1703 if ((op->glow_radius != 0) && map) 1644 if ((op->glow_radius != 0) && map)
1704 { 1645 {
1705#ifdef DEBUG_LIGHTS 1646#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1648#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map)) 1649 if (map->darkness)
1709 update_all_los (map, x, y); 1650 update_all_los (map, x, y);
1710 } 1651 }
1711 1652
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1653 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function... 1654 * It sure simplifies this function...
1744 * 1685 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1686 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1687 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1688 * on top.
1748 */ 1689 */
1749
1750int 1690int
1751check_move_on (object *op, object *originator) 1691check_move_on (object *op, object *originator)
1752{ 1692{
1753 object *tmp; 1693 object *tmp;
1754 maptile *m = op->map; 1694 maptile *m = op->map;
1781 1721
1782 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1784 */ 1724 */
1785 1725
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1727 {
1788 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1730 * we don't need to check all of them.
1791 */ 1731 */
1846/* 1786/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1787 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1788 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1850 */ 1790 */
1851
1852object * 1791object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1793{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1859 { 1795 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1797 return NULL;
1862 } 1798 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1799
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1801 if (tmp->arch == at)
1865 return tmp; 1802 return tmp;
1803
1866 return NULL; 1804 return NULL;
1867} 1805}
1868 1806
1869/* 1807/*
1870 * present(type, map, x, y) searches for any objects with 1808 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1809 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1810 * The first matching object is returned, or NULL if none.
1873 */ 1811 */
1874
1875object * 1812object *
1876present (unsigned char type, maptile *m, int x, int y) 1813present (unsigned char type, maptile *m, int x, int y)
1877{ 1814{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1815 if (out_of_map (m, x, y))
1882 { 1816 {
1883 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1818 return NULL;
1885 } 1819 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1822 if (tmp->type == type)
1888 return tmp; 1823 return tmp;
1824
1889 return NULL; 1825 return NULL;
1890} 1826}
1891 1827
1892/* 1828/*
1893 * present_in_ob(type, object) searches for any objects with 1829 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1830 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1896 */ 1832 */
1897
1898object * 1833object *
1899present_in_ob (unsigned char type, const object *op) 1834present_in_ob (unsigned char type, const object *op)
1900{ 1835{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1836 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1837 if (tmp->type == type)
1906 return tmp; 1838 return tmp;
1839
1907 return NULL; 1840 return NULL;
1908} 1841}
1909 1842
1910/* 1843/*
1911 * present_in_ob (type, str, object) searches for any objects with 1844 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1855 * to be unique.
1923 */ 1856 */
1924object * 1857object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1858present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1859{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1861 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1862 return tmp;
1932 1863
1933 return 0; 1864 return 0;
1934} 1865}
2143 2074
2144 if ((move_type & blocked) == move_type) 2075 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2076 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2077 else if (mflags & P_IS_ALIVE)
2147 { 2078 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2079 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2081 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2151 break; 2082 break;
2152 2083
2153 if (tmp) 2084 if (tmp)
2210 2141
2211 return 3; 2142 return 3;
2212} 2143}
2213 2144
2214/* 2145/*
2215 * absdir(int): Returns a number between 1 and 8, which represent
2216 * the "absolute" direction of a number (it actually takes care of
2217 * "overflow" in previous calculations of a direction).
2218 */
2219
2220int
2221absdir (int d)
2222{
2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2229 return d;
2230}
2231
2232/*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2148 */
2236
2237int 2149int
2238dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2239{ 2151{
2240 int d; 2152 int d;
2241 2153
2620 } 2532 }
2621 else 2533 else
2622 item = item->env; 2534 item = item->env;
2623} 2535}
2624 2536
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2625// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2626const char * 2567const char *
2627object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2628{ 2569{
2570 char flagdesc[512];
2629 char info2[256 * 3]; 2571 char info2[256 * 4];
2630 char *p = info; 2572 char *p = info;
2631 2573
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2633 count, 2575 count, uuid.seq,
2634 &name, 2576 &name,
2635 title ? " " : "", 2577 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2637 2580
2638 if (env) 2581 if (env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2583
2641 if (map) 2584 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2586
2644 return info; 2587 return info;
2645} 2588}
2646 2589
2647const char * 2590const char *
2648object::debug_desc () const 2591object::debug_desc () const
2649{ 2592{
2650 static char info[256 * 3]; 2593 static char info[256 * 4];
2651 return debug_desc (info); 2594 return debug_desc (info);
2652} 2595}
2653 2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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