ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.125 by root, Sat Jan 27 23:59:29 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 unlink ();
676
756 free_key_values (this); 677 free_key_values (this);
757} 678}
758 679
680static int object_count;
681
759void object::link () 682void object::link ()
760{ 683{
761 count = ++ob_count; 684 assert (!index);//D
762 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
763 687
764 prev = 0; 688 refcnt_inc ();
765 next = object::first; 689 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 690}
772 691
773void object::unlink () 692void object::unlink ()
774{ 693{
775 if (this == object::first) 694 if (!index)
776 object::first = next;
777
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}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op; 695 return;
791}
792 696
793/* 697 objects.erase (this);
794 * free_object() frees everything allocated by an object, removes 698 refcnt_dec ();
795 * it from the list of used objects, and puts it on the list of 699}
796 * free objects. The IS_FREED() flag is set in the object. 700
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 701void
804object::do_destroy () 702object::activate ()
805{ 703{
806 attachable::do_destroy (); 704 /* If already on active list, don't do anything */
807 705 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; 706 return;
819 707
820 flag [FLAG_FREED] = 1; 708 if (has_active_speed ())
709 actives.insert (this);
710}
821 711
822 // hack to ensure that freed objects still have a valid map 712void
823 { 713object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 714{
715 activate ();
825 716
826 if (!freed_map) 717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
827 { 752 {
828 freed_map = new maptile; 753 op->flag [flag] = value;
829 754 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 } 755 }
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} 756}
860 757
861/* 758/*
862 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 760 * object.c ?
864 */ 761 */
865void 762void
866object::destroy_inv (bool drop_to_ground) 763object::destroy_inv (bool drop_to_ground)
867{ 764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
868 if (!inv) 770 if (!inv)
869 return; 771 return;
870 772
871 /* Only if the space blocks everything do we not process - 773 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 774 * if some form of movement is allowed, let objects
873 * drop on that space. 775 * drop on that space.
874 */ 776 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
876 { 782 {
877 while (inv) 783 while (inv)
878 { 784 {
879 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 786 inv->destroy ();
888 794
889 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 797 || op->type == RUNE
892 || op->type == TRAP 798 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 801 op->destroy ();
895 else 802 else
896 { 803 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 } 804 }
903 } 805 }
806}
807
808object *object::create ()
809{
810 object *op = new object;
811 op->link ();
812 return op;
813}
814
815void
816object::do_destroy ()
817{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 remove_friendly_object (this);
825
826 if (!flag [FLAG_REMOVED])
827 remove ();
828
829 destroy_inv (true);
830
831 deactivate ();
832 unlink ();
833
834 flag [FLAG_FREED] = 1;
835
836 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
841 {
842 freed_map = new maptile;
843
844 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
850 }
851
852 map = freed_map;
853 x = 1;
854 y = 1;
855 }
856
857 head = 0;
858
859 if (more)
860 {
861 more->destroy ();
862 more = 0;
863 }
864
865 // clear those pointers that likely might have circular references to us
866 owner = 0;
867 enemy = 0;
868 attacked_by = 0;
904} 869}
905 870
906void 871void
907object::destroy (bool destroy_inventory) 872object::destroy (bool destroy_inventory)
908{ 873{
909 if (destroyed ()) 874 if (destroyed ())
910 return; 875 return;
911 876
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) 877 if (destroy_inventory)
920 destroy_inv (true); 878 destroy_inv (false);
921 879
922 attachable::destroy (); 880 attachable::destroy ();
923} 881}
924 882
925/* 883/*
943 * This function removes the object op from the linked list of objects 901 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 902 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
947 * the previous environment. 905 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 906 */
950void 907void
951object::remove () 908object::remove_slow ()
952{ 909{
953 object *tmp, *last = 0; 910 object *tmp, *last = 0;
954 object *otmp; 911 object *otmp;
955 912
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 935 * to save cpu time.
979 */ 936 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 937 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 938 otmp->update_stats ();
982 939
983 if (above != NULL) 940 if (above)
984 above->below = below; 941 above->below = below;
985 else 942 else
986 env->inv = below; 943 env->inv = below;
987 944
988 if (below != NULL) 945 if (below)
989 below->above = above; 946 below->above = above;
990 947
991 /* we set up values so that it could be inserted into 948 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 949 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 950 * to the caller to decide what we want to do.
997 above = 0, below = 0; 954 above = 0, below = 0;
998 env = 0; 955 env = 0;
999 } 956 }
1000 else if (map) 957 else if (map)
1001 { 958 {
1002 /* Re did the following section of code - it looks like it had 959 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 960 {
961 --map->players;
962 map->touch ();
963 }
964
965 map->dirty = true;
966 mapspace &ms = this->ms ();
1005 967
1006 /* link the object above us */ 968 /* link the object above us */
1007 if (above) 969 if (above)
1008 above->below = below; 970 above->below = below;
1009 else 971 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
1011 973
1012 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
1013 if (below) 975 if (below)
1014 below->above = above; 976 below->above = above;
1015 else 977 else
1017 /* Nothing below, which means we need to relink map object for this space 979 /* 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 980 * use translated coordinates in case some oddness with map tiling is
1019 * evident 981 * evident
1020 */ 982 */
1021 if (GET_MAP_OB (map, x, y) != this) 983 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); 984 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 985
1032 map->at (x, y).bottom = above; /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
1033 } 987 }
1034 988
1035 above = 0; 989 above = 0;
1036 below = 0; 990 below = 0;
1037 991
1038 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1039 return; 993 return;
1040 994
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 996
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 998 {
1045 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1046 * being removed. 1000 * being removed.
1047 */ 1001 */
1048 1002
1060 1014
1061 if (tmp->contr->ns) 1015 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1016 tmp->contr->ns->floorbox_update ();
1063 } 1017 }
1064 1018
1065 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1066 if (check_walk_off 1020 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1021 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1023 {
1070 move_apply (tmp, this, 0); 1024 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1026 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1028 }
1075 1029
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1079 tmp->above = 0; 1033 tmp->above = 0;
1080 1034
1081 last = tmp; 1035 last = tmp;
1082 } 1036 }
1083 1037
1084 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1040 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1087 else 1042 else
1088 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1089 1044
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1128 1083
1129 return 0; 1084 return 0;
1130} 1085}
1131 1086
1132/* 1087/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1135 */ 1090 */
1136object * 1091object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1093{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1095 {
1146 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1148 } 1098 }
1149 1099
1172 */ 1122 */
1173object * 1123object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1125{
1176 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1127
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1180 { 1129 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1131 return NULL;
1183 } 1132 }
1184 1133
1185 if (m == NULL) 1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1138
1139 if (!m)
1186 { 1140 {
1187 char *dump = dump_object (op); 1141 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1143 free (dump);
1190 return op; 1144 return op;
1203#endif 1157#endif
1204 free (dump); 1158 free (dump);
1205 return op; 1159 return op;
1206 } 1160 }
1207 1161
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; 1162 if (object *more = op->more)
1221 1163 {
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) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1165 {
1239 if (!op->head) 1166 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1168
1242 return 0; 1169 return 0;
1247 1174
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* 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 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1177 * need extra work
1251 */ 1178 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1180 return 0;
1254 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1255 1184
1256 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1257 */ 1186 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1189 if (object::can_merge (op, tmp))
1261 { 1190 {
1262 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1192 tmp->destroy ();
1264 } 1193 }
1281 op->below = originator->below; 1210 op->below = originator->below;
1282 1211
1283 if (op->below) 1212 if (op->below)
1284 op->below->above = op; 1213 op->below->above = op;
1285 else 1214 else
1286 op->ms ().bottom = op; 1215 ms.bot = op;
1287 1216
1288 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1289 originator->below = op; 1218 originator->below = op;
1290 } 1219 }
1291 else 1220 else
1292 { 1221 {
1222 top = ms.bot;
1223
1293 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1226 {
1296 object *last = NULL; 1227 object *last = 0;
1297 1228
1298 /* 1229 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1230 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1231 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1232 * 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 1236 * 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 1237 * 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 1238 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1309 */ 1240 */
1310 1241 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1242 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1244 floor = top;
1315 1245
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1246 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; 1249 top = top->below;
1320 break; 1250 break;
1321 } 1251 }
1322 1252
1323 last = top; 1253 last = top;
1324 top = top->above;
1325 } 1254 }
1326 1255
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1257 top = last;
1329 1258
1336 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1268 * stacking is a bit odd.
1340 */ 1269 */
1341 if (!(flag & INS_ON_TOP) && 1270 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)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1343 { 1273 {
1344 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1276 break;
1277
1347 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1279 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1281 * set top to the object below us.
1351 */ 1282 */
1353 top = last->below; 1284 top = last->below;
1354 } 1285 }
1355 } /* If objects on this space */ 1286 } /* If objects on this space */
1356 1287
1357 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1359 1290
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1292 top = floor;
1362 1293
1363 /* Top is the object that our object (op) is going to get inserted above. 1294 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1295 */
1365 1296
1366 /* First object on this space */ 1297 /* First object on this space */
1367 if (!top) 1298 if (!top)
1368 { 1299 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1370 1301
1371 if (op->above) 1302 if (op->above)
1372 op->above->below = op; 1303 op->above->below = op;
1373 1304
1374 op->below = NULL; 1305 op->below = 0;
1375 op->ms ().bottom = op; 1306 ms.bot = op;
1376 } 1307 }
1377 else 1308 else
1378 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1379 op->above = top->above; 1310 op->above = top->above;
1380 1311
1383 1314
1384 op->below = top; 1315 op->below = top;
1385 top->above = op; 1316 top->above = op;
1386 } 1317 }
1387 1318
1388 if (op->above == NULL) 1319 if (!op->above)
1389 op->ms ().top = op; 1320 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1391 1322
1392 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1324 {
1393 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1326 ++op->map->players;
1327 op->map->touch ();
1328 }
1329
1330 op->map->dirty = true;
1394 1331
1395 /* If we have a floor, we know the player, if any, will be above 1332 /* 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. 1333 * it, so save a few ticks and start from there.
1397 */ 1334 */
1398 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1336 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1337 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1338 pl->contr->ns->floorbox_update ();
1402 1339
1403 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1341 * 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 1342 * 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 1343 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1344 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1345 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1346 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1347 * of effect may be sufficient.
1411 */ 1348 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1349 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1350 update_all_los (op->map, op->x, op->y);
1414 1351
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1352 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1353 update_object (op, UP_OBJ_INSERT);
1417 1354
1452{ 1389{
1453 object *tmp, *tmp1; 1390 object *tmp, *tmp1;
1454 1391
1455 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1456 1393
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1396 tmp->destroy ();
1460 1397
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1399
1463 tmp1->x = op->x; 1400 tmp1->x = op->x;
1464 tmp1->y = op->y; 1401 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1402 insert_ob_in_map (tmp1, op->map, op, 0);
1403}
1404
1405object *
1406object::insert_at (object *where, object *originator, int flags)
1407{
1408 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1409}
1467 1410
1468/* 1411/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1412 * 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 1413 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1414 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1415 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1416 * global static errmsg array.
1474 */ 1417 */
1475
1476object * 1418object *
1477get_split_ob (object *orig_ob, uint32 nr) 1419get_split_ob (object *orig_ob, uint32 nr)
1478{ 1420{
1479 object *newob; 1421 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1422 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1703 if ((op->glow_radius != 0) && map) 1645 if ((op->glow_radius != 0) && map)
1704 { 1646 {
1705#ifdef DEBUG_LIGHTS 1647#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1648 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1649#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map)) 1650 if (map->darkness)
1709 update_all_los (map, x, y); 1651 update_all_los (map, x, y);
1710 } 1652 }
1711 1653
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1654 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function... 1655 * It sure simplifies this function...
1744 * 1686 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1687 * 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 1688 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1689 * on top.
1748 */ 1690 */
1749
1750int 1691int
1751check_move_on (object *op, object *originator) 1692check_move_on (object *op, object *originator)
1752{ 1693{
1753 object *tmp; 1694 object *tmp;
1754 maptile *m = op->map; 1695 maptile *m = op->map;
1781 1722
1782 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1784 */ 1725 */
1785 1726
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1728 {
1788 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1731 * we don't need to check all of them.
1791 */ 1732 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1752 {
1812 1753
1813 float 1754 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1756
1816 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1760 diff /= 4.0;
1846/* 1787/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1788 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1789 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1850 */ 1791 */
1851
1852object * 1792object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1794{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
1859 { 1796 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1798 return NULL;
1862 } 1799 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1800
1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1802 if (tmp->arch == at)
1865 return tmp; 1803 return tmp;
1804
1866 return NULL; 1805 return NULL;
1867} 1806}
1868 1807
1869/* 1808/*
1870 * present(type, map, x, y) searches for any objects with 1809 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1810 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1873 */ 1812 */
1874
1875object * 1813object *
1876present (unsigned char type, maptile *m, int x, int y) 1814present (unsigned char type, maptile *m, int x, int y)
1877{ 1815{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1816 if (out_of_map (m, x, y))
1882 { 1817 {
1883 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1819 return NULL;
1885 } 1820 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1823 if (tmp->type == type)
1888 return tmp; 1824 return tmp;
1825
1889 return NULL; 1826 return NULL;
1890} 1827}
1891 1828
1892/* 1829/*
1893 * present_in_ob(type, object) searches for any objects with 1830 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1831 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1896 */ 1833 */
1897
1898object * 1834object *
1899present_in_ob (unsigned char type, const object *op) 1835present_in_ob (unsigned char type, const object *op)
1900{ 1836{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1838 if (tmp->type == type)
1906 return tmp; 1839 return tmp;
1840
1907 return NULL; 1841 return NULL;
1908} 1842}
1909 1843
1910/* 1844/*
1911 * present_in_ob (type, str, object) searches for any objects with 1845 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1856 * to be unique.
1923 */ 1857 */
1924object * 1858object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1859present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1860{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1863 return tmp;
1932 1864
1933 return 0; 1865 return 0;
1934} 1866}
2035 } 1967 }
2036 1968
2037 if (!index) 1969 if (!index)
2038 return -1; 1970 return -1;
2039 1971
2040 return altern[RANDOM () % index]; 1972 return altern [rndm (index)];
2041} 1973}
2042 1974
2043/* 1975/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2066{ 1998{
2067 arr += begin; 1999 arr += begin;
2068 end -= begin; 2000 end -= begin;
2069 2001
2070 while (--end) 2002 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2003 swap (arr [end], arr [rndm (end + 1)]);
2072} 2004}
2073 2005
2074/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2143 2075
2144 if ((move_type & blocked) == move_type) 2076 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2077 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2078 else if (mflags & P_IS_ALIVE)
2147 { 2079 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2080 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2082 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2151 break; 2083 break;
2152 2084
2153 if (tmp) 2085 if (tmp)
2210 2142
2211 return 3; 2143 return 3;
2212} 2144}
2213 2145
2214/* 2146/*
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 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2149 */
2236
2237int 2150int
2238dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2239{ 2152{
2240 int d; 2153 int d;
2241 2154
2620 } 2533 }
2621 else 2534 else
2622 item = item->env; 2535 item = item->env;
2623} 2536}
2624 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2625// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2626const char * 2568const char *
2627object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2628{ 2570{
2571 char flagdesc[512];
2629 char info2[256 * 3]; 2572 char info2[256 * 4];
2630 char *p = info; 2573 char *p = info;
2631 2574
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2633 count, 2576 count, uuid.seq,
2634 &name, 2577 &name,
2635 title ? " " : "", 2578 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2637 2581
2638 if (env) 2582 if (env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2584
2641 if (map) 2585 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2587
2644 return info; 2588 return info;
2645} 2589}
2646 2590
2647const char * 2591const char *
2648object::debug_desc () const 2592object::debug_desc () const
2649{ 2593{
2650 static char info[256 * 3]; 2594 static char info[256 * 4];
2651 return debug_desc (info); 2595 return debug_desc (info);
2652} 2596}
2653 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines