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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 1.129 by root, Wed Feb 7 02:13:06 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 {
825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
835 remove ();
836
837 destroy_inv (true);
838
839 deactivate ();
840 unlink ();
841
842 flag [FLAG_FREED] = 1;
843
844 // hack to ensure that freed objects still have a valid map
845 {
846 static maptile *freed_map; // freed objects are moved here to avoid crashes
847
848 if (!freed_map)
849 {
850 freed_map = new maptile;
851
852 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3;
854 freed_map->height = 3;
855
856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
858 }
859
860 map = freed_map;
861 x = 1;
862 y = 1;
863 }
864
865 head = 0;
866
867 if (more)
868 {
869 more->destroy ();
870 more = 0;
871 }
872
873 // clear those pointers that likely might have circular references to us
874 owner = 0;
875 enemy = 0;
876 attacked_by = 0;
904} 877}
905 878
906void 879void
907object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
908{ 881{
909 if (destroyed ()) 882 if (destroyed ())
910 return; 883 return;
911 884
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) 885 if (destroy_inventory)
920 destroy_inv (true); 886 destroy_inv (false);
921 887
922 attachable::destroy (); 888 attachable::destroy ();
923} 889}
924 890
925/* 891/*
943 * This function removes the object op from the linked list of objects 909 * 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 910 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
947 * the previous environment. 913 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 914 */
950void 915void
951object::remove () 916object::do_remove ()
952{ 917{
953 object *tmp, *last = 0; 918 object *tmp, *last = 0;
954 object *otmp; 919 object *otmp;
955 920
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 943 * to save cpu time.
979 */ 944 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 946 otmp->update_stats ();
982 947
983 if (above != NULL) 948 if (above)
984 above->below = below; 949 above->below = below;
985 else 950 else
986 env->inv = below; 951 env->inv = below;
987 952
988 if (below != NULL) 953 if (below)
989 below->above = above; 954 below->above = above;
990 955
991 /* we set up values so that it could be inserted into 956 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 957 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 958 * to the caller to decide what we want to do.
997 above = 0, below = 0; 962 above = 0, below = 0;
998 env = 0; 963 env = 0;
999 } 964 }
1000 else if (map) 965 else if (map)
1001 { 966 {
1002 /* Re did the following section of code - it looks like it had 967 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 968 {
969 --map->players;
970 map->touch ();
971 }
972
973 map->dirty = true;
974 mapspace &ms = this->ms ();
1005 975
1006 /* link the object above us */ 976 /* link the object above us */
1007 if (above) 977 if (above)
1008 above->below = below; 978 above->below = below;
1009 else 979 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 980 ms.top = below; /* we were top, set new top */
1011 981
1012 /* Relink the object below us, if there is one */ 982 /* Relink the object below us, if there is one */
1013 if (below) 983 if (below)
1014 below->above = above; 984 below->above = above;
1015 else 985 else
1017 /* Nothing below, which means we need to relink map object for this space 987 /* 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 988 * use translated coordinates in case some oddness with map tiling is
1019 * evident 989 * evident
1020 */ 990 */
1021 if (GET_MAP_OB (map, x, y) != this) 991 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); 992 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 993
1032 map->at (x, y).bottom = above; /* goes on above it. */ 994 ms.bot = above; /* goes on above it. */
1033 } 995 }
1034 996
1035 above = 0; 997 above = 0;
1036 below = 0; 998 below = 0;
1037 999
1038 if (map->in_memory == MAP_SAVING) 1000 if (map->in_memory == MAP_SAVING)
1039 return; 1001 return;
1040 1002
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1003 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1004
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1005 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1006 {
1045 /* No point updating the players look faces if he is the object 1007 /* No point updating the players look faces if he is the object
1046 * being removed. 1008 * being removed.
1047 */ 1009 */
1048 1010
1060 1022
1061 if (tmp->contr->ns) 1023 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1024 tmp->contr->ns->floorbox_update ();
1063 } 1025 }
1064 1026
1065 /* See if player moving off should effect something */ 1027 /* See if object moving off should effect something */
1066 if (check_walk_off 1028 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1029 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1031 {
1070 move_apply (tmp, this, 0); 1032 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1034 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1036 }
1075 1037
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1040 if (tmp->above == tmp)
1079 tmp->above = 0; 1041 tmp->above = 0;
1080 1042
1081 last = tmp; 1043 last = tmp;
1082 } 1044 }
1083 1045
1084 /* last == NULL of there are no objects on this space */ 1046 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1048 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1049 map->at (x, y).flags_ = 0;
1087 else 1050 else
1088 update_object (last, UP_OBJ_REMOVE); 1051 update_object (last, UP_OBJ_REMOVE);
1089 1052
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1053 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1054 update_all_los (map, x, y);
1128 1091
1129 return 0; 1092 return 0;
1130} 1093}
1131 1094
1132/* 1095/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1097 * job preparing multi-part monsters.
1135 */ 1098 */
1136object * 1099object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1100insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1101{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1103 {
1146 tmp->x = x + tmp->arch->clone.x; 1104 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1105 tmp->y = y + tmp->arch->clone.y;
1148 } 1106 }
1149 1107
1172 */ 1130 */
1173object * 1131object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1133{
1176 object *tmp, *top, *floor = NULL; 1134 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1135
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1136 if (QUERY_FLAG (op, FLAG_FREED))
1180 { 1137 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1138 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1139 return NULL;
1183 } 1140 }
1184 1141
1185 if (m == NULL) 1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144
1145 op->remove ();
1146
1147 if (!m)
1186 { 1148 {
1187 char *dump = dump_object (op); 1149 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1151 free (dump);
1190 return op; 1152 return op;
1203#endif 1165#endif
1204 free (dump); 1166 free (dump);
1205 return op; 1167 return op;
1206 } 1168 }
1207 1169
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; 1170 if (object *more = op->more)
1221 1171 {
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) 1172 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1173 {
1239 if (!op->head) 1174 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1176
1242 return 0; 1177 return 0;
1247 1182
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1183 /* 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 1184 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1185 * need extra work
1251 */ 1186 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1187 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1188 return 0;
1254 y = op->y; 1189
1190 op->map = m;
1191 mapspace &ms = op->ms ();
1255 1192
1256 /* this has to be done after we translate the coordinates. 1193 /* this has to be done after we translate the coordinates.
1257 */ 1194 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1195 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1196 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1197 if (object::can_merge (op, tmp))
1261 { 1198 {
1262 op->nrof += tmp->nrof; 1199 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1200 tmp->destroy ();
1264 } 1201 }
1281 op->below = originator->below; 1218 op->below = originator->below;
1282 1219
1283 if (op->below) 1220 if (op->below)
1284 op->below->above = op; 1221 op->below->above = op;
1285 else 1222 else
1286 op->ms ().bottom = op; 1223 ms.bot = op;
1287 1224
1288 /* since *below* originator, no need to update top */ 1225 /* since *below* originator, no need to update top */
1289 originator->below = op; 1226 originator->below = op;
1290 } 1227 }
1291 else 1228 else
1292 { 1229 {
1230 top = ms.bot;
1231
1293 /* If there are other objects, then */ 1232 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1233 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1234 {
1296 object *last = NULL; 1235 object *last = 0;
1297 1236
1298 /* 1237 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1238 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1239 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1240 * 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 1244 * 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 1245 * 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 1246 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1247 * that flying non pickable objects are spell objects.
1309 */ 1248 */
1310 1249 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1250 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1251 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1252 floor = top;
1315 1253
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1254 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; 1257 top = top->below;
1320 break; 1258 break;
1321 } 1259 }
1322 1260
1323 last = top; 1261 last = top;
1324 top = top->above;
1325 } 1262 }
1326 1263
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1264 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1265 top = last;
1329 1266
1336 * Unless those objects are exits, type 66 1273 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing 1274 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1275 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1276 * stacking is a bit odd.
1340 */ 1277 */
1341 if (!(flag & INS_ON_TOP) && 1278 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)) 1279 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility))
1343 { 1281 {
1344 for (last = top; last != floor; last = last->below) 1282 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1284 break;
1285
1347 /* Check to see if we found the object that blocks view, 1286 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1287 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1288 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1289 * set top to the object below us.
1351 */ 1290 */
1353 top = last->below; 1292 top = last->below;
1354 } 1293 }
1355 } /* If objects on this space */ 1294 } /* If objects on this space */
1356 1295
1357 if (flag & INS_MAP_LOAD) 1296 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1297 top = ms.top;
1359 1298
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1299 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1300 top = floor;
1362 1301
1363 /* Top is the object that our object (op) is going to get inserted above. 1302 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1303 */
1365 1304
1366 /* First object on this space */ 1305 /* First object on this space */
1367 if (!top) 1306 if (!top)
1368 { 1307 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1308 op->above = ms.bot;
1370 1309
1371 if (op->above) 1310 if (op->above)
1372 op->above->below = op; 1311 op->above->below = op;
1373 1312
1374 op->below = NULL; 1313 op->below = 0;
1375 op->ms ().bottom = op; 1314 ms.bot = op;
1376 } 1315 }
1377 else 1316 else
1378 { /* get inserted into the stack above top */ 1317 { /* get inserted into the stack above top */
1379 op->above = top->above; 1318 op->above = top->above;
1380 1319
1383 1322
1384 op->below = top; 1323 op->below = top;
1385 top->above = op; 1324 top->above = op;
1386 } 1325 }
1387 1326
1388 if (op->above == NULL) 1327 if (!op->above)
1389 op->ms ().top = op; 1328 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1329 } /* else not INS_BELOW_ORIGINATOR */
1391 1330
1392 if (op->type == PLAYER) 1331 if (op->type == PLAYER)
1332 {
1393 op->contr->do_los = 1; 1333 op->contr->do_los = 1;
1334 ++op->map->players;
1335 op->map->touch ();
1336 }
1337
1338 op->map->dirty = true;
1394 1339
1395 /* If we have a floor, we know the player, if any, will be above 1340 /* 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. 1341 * it, so save a few ticks and start from there.
1397 */ 1342 */
1398 if (!(flag & INS_MAP_LOAD)) 1343 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1344 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1345 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1346 pl->contr->ns->floorbox_update ();
1402 1347
1403 /* If this object glows, it may affect lighting conditions that are 1348 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1349 * 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 1350 * 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 1351 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1352 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1353 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1354 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1355 * of effect may be sufficient.
1411 */ 1356 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1357 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1358 update_all_los (op->map, op->x, op->y);
1414 1359
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1360 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1361 update_object (op, UP_OBJ_INSERT);
1417 1362
1452{ 1397{
1453 object *tmp, *tmp1; 1398 object *tmp, *tmp1;
1454 1399
1455 /* first search for itself and remove any old instances */ 1400 /* first search for itself and remove any old instances */
1456 1401
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1404 tmp->destroy ();
1460 1405
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1406 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1407
1463 tmp1->x = op->x; 1408 tmp1->x = op->x;
1464 tmp1->y = op->y; 1409 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1410 insert_ob_in_map (tmp1, op->map, op, 0);
1411}
1412
1413object *
1414object::insert_at (object *where, object *originator, int flags)
1415{
1416 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1417}
1467 1418
1468/* 1419/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1420 * 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 1421 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1422 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1423 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1424 * global static errmsg array.
1474 */ 1425 */
1475
1476object * 1426object *
1477get_split_ob (object *orig_ob, uint32 nr) 1427get_split_ob (object *orig_ob, uint32 nr)
1478{ 1428{
1479 object *newob; 1429 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1430 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1703 if ((op->glow_radius != 0) && map) 1653 if ((op->glow_radius != 0) && map)
1704 { 1654 {
1705#ifdef DEBUG_LIGHTS 1655#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1656 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1657#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map)) 1658 if (map->darkness)
1709 update_all_los (map, x, y); 1659 update_all_los (map, x, y);
1710 } 1660 }
1711 1661
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1662 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function... 1663 * It sure simplifies this function...
1744 * 1694 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1695 * 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 1696 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1697 * on top.
1748 */ 1698 */
1749
1750int 1699int
1751check_move_on (object *op, object *originator) 1700check_move_on (object *op, object *originator)
1752{ 1701{
1753 object *tmp; 1702 object *tmp;
1754 maptile *m = op->map; 1703 maptile *m = op->map;
1781 1730
1782 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
1784 */ 1733 */
1785 1734
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1736 {
1788 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1739 * we don't need to check all of them.
1791 */ 1740 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 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)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1760 {
1812 1761
1813 float 1762 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1764
1816 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 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))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1768 diff /= 4.0;
1846/* 1795/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1796 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1797 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1850 */ 1799 */
1851
1852object * 1800object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1802{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1859 { 1804 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1806 return NULL;
1862 } 1807 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1808
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1810 if (tmp->arch == at)
1865 return tmp; 1811 return tmp;
1812
1866 return NULL; 1813 return NULL;
1867} 1814}
1868 1815
1869/* 1816/*
1870 * present(type, map, x, y) searches for any objects with 1817 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1818 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1819 * The first matching object is returned, or NULL if none.
1873 */ 1820 */
1874
1875object * 1821object *
1876present (unsigned char type, maptile *m, int x, int y) 1822present (unsigned char type, maptile *m, int x, int y)
1877{ 1823{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1824 if (out_of_map (m, x, y))
1882 { 1825 {
1883 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1827 return NULL;
1885 } 1828 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1829
1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1831 if (tmp->type == type)
1888 return tmp; 1832 return tmp;
1833
1889 return NULL; 1834 return NULL;
1890} 1835}
1891 1836
1892/* 1837/*
1893 * present_in_ob(type, object) searches for any objects with 1838 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1839 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
1896 */ 1841 */
1897
1898object * 1842object *
1899present_in_ob (unsigned char type, const object *op) 1843present_in_ob (unsigned char type, const object *op)
1900{ 1844{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1845 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1846 if (tmp->type == type)
1906 return tmp; 1847 return tmp;
1848
1907 return NULL; 1849 return NULL;
1908} 1850}
1909 1851
1910/* 1852/*
1911 * present_in_ob (type, str, object) searches for any objects with 1853 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1864 * to be unique.
1923 */ 1865 */
1924object * 1866object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1867present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1868{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1870 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1871 return tmp;
1932 1872
1933 return 0; 1873 return 0;
1934} 1874}
2035 } 1975 }
2036 1976
2037 if (!index) 1977 if (!index)
2038 return -1; 1978 return -1;
2039 1979
2040 return altern[RANDOM () % index]; 1980 return altern [rndm (index)];
2041} 1981}
2042 1982
2043/* 1983/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2066{ 2006{
2067 arr += begin; 2007 arr += begin;
2068 end -= begin; 2008 end -= begin;
2069 2009
2070 while (--end) 2010 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2011 swap (arr [end], arr [rndm (end + 1)]);
2072} 2012}
2073 2013
2074/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2015 * 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 2016 * the spaces to find monsters. In this way, it won't always look for
2143 2083
2144 if ((move_type & blocked) == move_type) 2084 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2085 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2086 else if (mflags & P_IS_ALIVE)
2147 { 2087 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2088 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2090 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2151 break; 2091 break;
2152 2092
2153 if (tmp) 2093 if (tmp)
2210 2150
2211 return 3; 2151 return 3;
2212} 2152}
2213 2153
2214/* 2154/*
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 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2157 */
2236
2237int 2158int
2238dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2239{ 2160{
2240 int d; 2161 int d;
2241 2162
2620 } 2541 }
2621 else 2542 else
2622 item = item->env; 2543 item = item->env;
2623} 2544}
2624 2545
2546
2547const char *
2548object::flag_desc (char *desc, int len) const
2549{
2550 char *p = desc;
2551 bool first = true;
2552
2553 *p = 0;
2554
2555 for (int i = 0; i < NUM_FLAGS; i++)
2556 {
2557 if (len <= 10) // magic constant!
2558 {
2559 snprintf (p, len, ",...");
2560 break;
2561 }
2562
2563 if (flag [i])
2564 {
2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566 len -= cnt;
2567 p += cnt;
2568 first = false;
2569 }
2570 }
2571
2572 return desc;
2573}
2574
2625// return a suitable string describing an objetc in enough detail to find it 2575// return a suitable string describing an object in enough detail to find it
2626const char * 2576const char *
2627object::debug_desc (char *info) const 2577object::debug_desc (char *info) const
2628{ 2578{
2579 char flagdesc[512];
2629 char info2[256 * 3]; 2580 char info2[256 * 4];
2630 char *p = info; 2581 char *p = info;
2631 2582
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2633 count, 2584 count, uuid.seq,
2634 &name, 2585 &name,
2635 title ? " " : "", 2586 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2587 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type);
2637 2589
2638 if (env) 2590 if (env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2592
2641 if (map) 2593 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2595
2644 return info; 2596 return info;
2645} 2597}
2646 2598
2647const char * 2599const char *
2648object::debug_desc () const 2600object::debug_desc () const
2649{ 2601{
2650 static char info[256 * 3]; 2602 static char info[256 * 4];
2651 return debug_desc (info); 2603 return debug_desc (info);
2652} 2604}
2653 2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611}
2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619
2620const materialtype_t *
2621object::dominant_material () const
2622{
2623 if (materialtype_t *mat = name_to_material (materialname))
2624 return mat;
2625
2626 // omfg this is slow, this has to be temporary :)
2627 shstr unknown ("unknown");
2628
2629 return name_to_material (unknown);
2630}
2631

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