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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.134 by pippijn, Thu Mar 1 12:28:16 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:
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
490 488
491 if (is_removed) 489 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
493 491
494 if (speed < 0) 492 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
496 494
497 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
498 if (key_values) 496 if (key_values)
499 { 497 {
500 key_value *tail = 0; 498 key_value *tail = 0;
522 tail = new_link; 520 tail = new_link;
523 } 521 }
524 } 522 }
525 } 523 }
526 524
527 update_ob_speed (dst); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
528} 544}
529 545
530object * 546object *
531object::clone () 547object::clone ()
532{ 548{
538/* 554/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 555 * 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 556 * 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. 557 * be called to update the face variable, _and_ how it looks on the map.
542 */ 558 */
543
544void 559void
545update_turn_face (object *op) 560update_turn_face (object *op)
546{ 561{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 563 return;
564
549 SET_ANIMATION (op, op->direction); 565 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 566 update_object (op, UP_OBJ_FACE);
551} 567}
552 568
553/* 569/*
554 * Updates the speed of an object. If the speed changes from 0 to another 570 * 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. 571 * 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. 572 * This function needs to be called whenever the speed of an object changes.
557 */ 573 */
558void 574void
559update_ob_speed (object *op) 575object::set_speed (float speed)
560{ 576{
561 extern int arch_init; 577 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 { 578 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 580 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 581 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 582
586 /* process_events() expects us to insert the object at the beginning 583 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 584
590 if (op->active_next != NULL) 585 if (has_active_speed ())
591 op->active_next->active_prev = op; 586 activate ();
592
593 active_objects = op;
594 }
595 else 587 else
596 { 588 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} 589}
651 590
652/* 591/*
653 * update_object() updates the the map. 592 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
668 */ 607 */
669void 608void
670update_object (object *op, int action) 609update_object (object *op, int action)
671{ 610{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 611 if (op == NULL)
675 { 612 {
676 /* this should never happen */ 613 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 615 return;
702 return; 639 return;
703 } 640 }
704 641
705 mapspace &m = op->ms (); 642 mapspace &m = op->ms ();
706 643
707 if (m.flags_ & P_NEED_UPDATE) 644 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 645 /* nop */;
709 else if (action == UP_OBJ_INSERT) 646 else if (action == UP_OBJ_INSERT)
710 { 647 {
711 // this is likely overkill, TODO: revisit (schmorp) 648 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 649 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 658 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 659 * to have move_allow right now.
723 */ 660 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 661 || ((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) 662 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 663 m.flags_ = 0;
727 } 664 }
728 /* if the object is being removed, we can't make intelligent 665 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 666 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 667 * that is being removed.
731 */ 668 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 670 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 671 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 672 /* Nothing to do for that case */ ;
736 else 673 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 674 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 675
739 if (op->more) 676 if (op->more)
740 update_object (op->more, action); 677 update_object (op->more, action);
741} 678}
742 679
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 680object::object ()
747{ 681{
748 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
749 683
750 expmul = 1.0; 684 expmul = 1.0;
751 face = blank_face; 685 face = blank_face;
752} 686}
753 687
754object::~object () 688object::~object ()
755{ 689{
690 unlink ();
691
756 free_key_values (this); 692 free_key_values (this);
757} 693}
758 694
695static int object_count;
696
759void object::link () 697void object::link ()
760{ 698{
761 count = ++ob_count; 699 assert (!index);//D
762 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
763 702
764 prev = 0; 703 refcnt_inc ();
765 next = object::first; 704 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 705}
772 706
773void object::unlink () 707void object::unlink ()
774{ 708{
775 if (this == object::first) 709 if (!index)
776 object::first = next; 710 return;
777 711
778 /* Remove this object from the list of used objects */ 712 objects.erase (this);
779 if (prev) prev->next = next; 713 refcnt_dec ();
780 if (next) next->prev = prev; 714}
781 715
782 prev = 0; 716void
783 next = 0; 717object::activate ()
718{
719 /* If already on active list, don't do anything */
720 if (active)
721 return;
722
723 if (has_active_speed ())
724 actives.insert (this);
725}
726
727void
728object::activate_recursive ()
729{
730 activate ();
731
732 for (object *op = inv; op; op = op->below)
733 op->activate_recursive ();
734}
735
736/* This function removes object 'op' from the list of active
737 * objects.
738 * This should only be used for style maps or other such
739 * reference maps where you don't want an object that isn't
740 * in play chewing up cpu time getting processed.
741 * The reverse of this is to call update_ob_speed, which
742 * will do the right thing based on the speed of the object.
743 */
744void
745object::deactivate ()
746{
747 /* If not on the active list, nothing needs to be done */
748 if (!active)
749 return;
750
751 actives.erase (this);
752}
753
754void
755object::deactivate_recursive ()
756{
757 for (object *op = inv; op; op = op->below)
758 op->deactivate_recursive ();
759
760 deactivate ();
761}
762
763void
764object::set_flag_inv (int flag, int value)
765{
766 for (object *op = inv; op; op = op->below)
767 {
768 op->flag [flag] = value;
769 op->set_flag_inv (flag, value);
770 }
771}
772
773/*
774 * Remove and free all objects in the inventory of the given object.
775 * object.c ?
776 */
777void
778object::destroy_inv (bool drop_to_ground)
779{
780 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory,
784 // cf will crash below with off-map x and y
785 if (!inv)
786 return;
787
788 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects
790 * drop on that space.
791 */
792 if (!drop_to_ground
793 || !map
794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
796 || ms ().move_block == MOVE_ALL)
797 {
798 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy ();
802 }
803 }
804 else
805 { /* Put objects in inventory onto this space */
806 while (inv)
807 {
808 object *op = inv;
809
810 if (op->flag [FLAG_STARTEQUIP]
811 || op->flag [FLAG_NO_DROP]
812 || op->type == RUNE
813 || op->type == TRAP
814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy ();
817 else
818 map->insert (op, x, y);
819 }
820 }
784} 821}
785 822
786object *object::create () 823object *object::create ()
787{ 824{
788 object *op = new object; 825 object *op = new object;
789 op->link (); 826 op->link ();
790 return op; 827 return op;
791} 828}
792 829
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 830void
804object::do_destroy () 831object::do_destroy ()
805{ 832{
806 attachable::do_destroy (); 833 attachable::do_destroy ();
807 834
808 if (flag [FLAG_IS_LINKED]) 835 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 836 remove_button_link (this);
810 837
811 if (flag [FLAG_FRIENDLY]) 838 if (flag [FLAG_FRIENDLY])
839 {
812 remove_friendly_object (this); 840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
813 848
814 if (!flag [FLAG_REMOVED]) 849 if (!flag [FLAG_REMOVED])
815 remove (); 850 remove ();
816 851
817 if (flag [FLAG_FREED]) 852 destroy_inv (true);
818 return; 853
854 deactivate ();
855 unlink ();
819 856
820 flag [FLAG_FREED] = 1; 857 flag [FLAG_FREED] = 1;
821 858
822 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
823 { 860 {
829 866
830 freed_map->name = "/internal/freed_objects_map"; 867 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 868 freed_map->width = 3;
832 freed_map->height = 3; 869 freed_map->height = 3;
833 870
834 freed_map->allocate (); 871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
835 } 873 }
836 874
837 map = freed_map; 875 map = freed_map;
838 x = 1; 876 x = 1;
839 y = 1; 877 y = 1;
840 } 878 }
841 879
842 more = 0;
843 head = 0; 880 head = 0;
844 inv = 0; 881
882 if (more)
883 {
884 more->destroy ();
885 more = 0;
886 }
845 887
846 // clear those pointers that likely might have circular references to us 888 // clear those pointers that likely might have circular references to us
847 owner = 0; 889 owner = 0;
848 enemy = 0; 890 enemy = 0;
849 attacked_by = 0; 891 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}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
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 }
903 }
904} 892}
905 893
906void 894void
907object::destroy (bool destroy_inventory) 895object::destroy (bool destroy_inventory)
908{ 896{
909 if (destroyed ()) 897 if (destroyed ())
910 return; 898 return;
911 899
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) 900 if (destroy_inventory)
920 destroy_inv (true); 901 destroy_inv (false);
921 902
922 attachable::destroy (); 903 attachable::destroy ();
923} 904}
924 905
925/* 906/*
943 * This function removes the object op from the linked list of objects 924 * 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 925 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
947 * the previous environment. 928 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 929 */
950void 930void
951object::remove () 931object::do_remove ()
952{ 932{
953 object *tmp, *last = 0; 933 object *tmp, *last = 0;
954 object *otmp; 934 object *otmp;
955 935
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 958 * to save cpu time.
979 */ 959 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 961 otmp->update_stats ();
982 962
983 if (above != NULL) 963 if (above)
984 above->below = below; 964 above->below = below;
985 else 965 else
986 env->inv = below; 966 env->inv = below;
987 967
988 if (below != NULL) 968 if (below)
989 below->above = above; 969 below->above = above;
990 970
991 /* we set up values so that it could be inserted into 971 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 972 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 973 * to the caller to decide what we want to do.
997 above = 0, below = 0; 977 above = 0, below = 0;
998 env = 0; 978 env = 0;
999 } 979 }
1000 else if (map) 980 else if (map)
1001 { 981 {
1002 /* Re did the following section of code - it looks like it had 982 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995 mapspace &ms = this->ms ();
1005 996
1006 /* link the object above us */ 997 /* link the object above us */
1007 if (above) 998 if (above)
1008 above->below = below; 999 above->below = below;
1009 else 1000 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
1011 1002
1012 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1013 if (below) 1004 if (below)
1014 below->above = above; 1005 below->above = above;
1015 else 1006 else
1017 /* Nothing below, which means we need to relink map object for this space 1008 /* 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 1009 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1010 * evident
1020 */ 1011 */
1021 if (GET_MAP_OB (map, x, y) != this) 1012 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); 1013 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 1014
1032 map->at (x, y).bot = above; /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
1033 } 1016 }
1034 1017
1035 above = 0; 1018 above = 0;
1036 below = 0; 1019 below = 0;
1037 1020
1038 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1039 return; 1022 return;
1040 1023
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1025
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1027 {
1045 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1046 * being removed. 1029 * being removed.
1047 */ 1030 */
1048 1031
1060 1043
1061 if (tmp->contr->ns) 1044 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1045 tmp->contr->ns->floorbox_update ();
1063 } 1046 }
1064 1047
1065 /* See if player moving off should effect something */ 1048 /* See if object moving off should effect something */
1066 if (check_walk_off 1049 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1050 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1052 {
1070 move_apply (tmp, this, 0); 1053 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1055 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1057 }
1075 1058
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1061 if (tmp->above == tmp)
1079 tmp->above = 0; 1062 tmp->above = 0;
1080 1063
1081 last = tmp; 1064 last = tmp;
1082 } 1065 }
1083 1066
1084 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1069 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1070 map->at (x, y).flags_ = 0;
1087 else 1071 else
1088 update_object (last, UP_OBJ_REMOVE); 1072 update_object (last, UP_OBJ_REMOVE);
1089 1073
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1075 update_all_los (map, x, y);
1128 1112
1129 return 0; 1113 return 0;
1130} 1114}
1131 1115
1132/* 1116/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1135 */ 1119 */
1136object * 1120object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1122{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1124 {
1146 tmp->x = x + tmp->arch->clone.x; 1125 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1126 tmp->y = y + tmp->arch->clone.y;
1148 } 1127 }
1149 1128
1172 */ 1151 */
1173object * 1152object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1154{
1176 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1156
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1180 { 1158 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1160 return NULL;
1183 } 1161 }
1184 1162
1185 if (m == NULL) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1167
1168 if (!m)
1186 { 1169 {
1187 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1172 free (dump);
1190 return op; 1173 return op;
1203#endif 1186#endif
1204 free (dump); 1187 free (dump);
1205 return op; 1188 return op;
1206 } 1189 }
1207 1190
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; 1191 if (object *more = op->more)
1221 1192 {
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) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1194 {
1239 if (!op->head) 1195 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1197
1242 return 0; 1198 return 0;
1247 1203
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* 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 1205 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1206 * need extra work
1251 */ 1207 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1209 return 0;
1254 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1255 1213
1256 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1257 */ 1215 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1261 { 1219 {
1262 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1221 tmp->destroy ();
1264 } 1222 }
1281 op->below = originator->below; 1239 op->below = originator->below;
1282 1240
1283 if (op->below) 1241 if (op->below)
1284 op->below->above = op; 1242 op->below->above = op;
1285 else 1243 else
1286 op->ms ().bot = op; 1244 ms.bot = op;
1287 1245
1288 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1289 originator->below = op; 1247 originator->below = op;
1290 } 1248 }
1291 else 1249 else
1292 { 1250 {
1251 top = ms.bot;
1252
1293 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1255 {
1296 object *last = NULL; 1256 object *last = 0;
1297 1257
1298 /* 1258 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1259 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1260 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1261 * 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 1265 * 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 1266 * 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 1267 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1309 */ 1269 */
1310 1270 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1271 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1273 floor = top;
1315 1274
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1275 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; 1278 top = top->below;
1320 break; 1279 break;
1321 } 1280 }
1322 1281
1323 last = top; 1282 last = top;
1324 top = top->above;
1325 } 1283 }
1326 1284
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1285 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1286 top = last;
1329 1287
1336 * Unless those objects are exits, type 66 1294 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1297 * stacking is a bit odd.
1340 */ 1298 */
1341 if (!(flag & INS_ON_TOP) && 1299 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)) 1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility))
1343 { 1302 {
1344 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1305 break;
1306
1347 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1308 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1310 * set top to the object below us.
1351 */ 1311 */
1353 top = last->below; 1313 top = last->below;
1354 } 1314 }
1355 } /* If objects on this space */ 1315 } /* If objects on this space */
1356 1316
1357 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1359 1319
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1321 top = floor;
1362 1322
1363 /* Top is the object that our object (op) is going to get inserted above. 1323 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1324 */
1365 1325
1366 /* First object on this space */ 1326 /* First object on this space */
1367 if (!top) 1327 if (!top)
1368 { 1328 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1370 1330
1371 if (op->above) 1331 if (op->above)
1372 op->above->below = op; 1332 op->above->below = op;
1373 1333
1374 op->below = NULL; 1334 op->below = 0;
1375 op->ms ().bot = op; 1335 ms.bot = op;
1376 } 1336 }
1377 else 1337 else
1378 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1379 op->above = top->above; 1339 op->above = top->above;
1380 1340
1383 1343
1384 op->below = top; 1344 op->below = top;
1385 top->above = op; 1345 top->above = op;
1386 } 1346 }
1387 1347
1388 if (op->above == NULL) 1348 if (!op->above)
1389 op->ms ().top = op; 1349 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1391 1351
1392 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1353 {
1393 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1355 ++op->map->players;
1356 op->map->touch ();
1357 }
1358
1359 op->map->dirty = true;
1394 1360
1395 /* If we have a floor, we know the player, if any, will be above 1361 /* 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. 1362 * it, so save a few ticks and start from there.
1397 */ 1363 */
1398 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1365 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1366 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1402 1368
1403 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1370 * 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 1371 * 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 1372 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1373 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1374 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1375 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1376 * of effect may be sufficient.
1411 */ 1377 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1378 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1379 update_all_los (op->map, op->x, op->y);
1414 1380
1452{ 1418{
1453 object *tmp, *tmp1; 1419 object *tmp, *tmp1;
1454 1420
1455 /* first search for itself and remove any old instances */ 1421 /* first search for itself and remove any old instances */
1456 1422
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1425 tmp->destroy ();
1460 1426
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1427 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1428
1463 tmp1->x = op->x; 1429 tmp1->x = op->x;
1464 tmp1->y = op->y; 1430 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1432}
1433
1434// XXX: function not returning object*
1435object *
1436object::insert_at (object *where, object *originator, int flags)
1437{
1438 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1439}
1467 1440
1468/* 1441/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1442 * 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 1443 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1444 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1445 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1446 * global static errmsg array.
1474 */ 1447 */
1475
1476object * 1448object *
1477get_split_ob (object *orig_ob, uint32 nr) 1449get_split_ob (object *orig_ob, uint32 nr)
1478{ 1450{
1479 object *newob; 1451 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1744 * 1716 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1717 * 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 1718 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1719 * on top.
1748 */ 1720 */
1749
1750int 1721int
1751check_move_on (object *op, object *originator) 1722check_move_on (object *op, object *originator)
1752{ 1723{
1753 object *tmp; 1724 object *tmp;
1754 maptile *m = op->map; 1725 maptile *m = op->map;
1781 1752
1782 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1784 */ 1755 */
1785 1756
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1758 {
1788 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1761 * we don't need to check all of them.
1791 */ 1762 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 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)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1782 {
1812 1783
1813 float 1784 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1786
1816 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 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))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1790 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1850 */ 1821 */
1851object * 1822object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1824{
1854 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1855 { 1826 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1828 return NULL;
1858 } 1829 }
1859 1830
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1832 if (tmp->arch == at)
1862 return tmp; 1833 return tmp;
1863 1834
1864 return NULL; 1835 return NULL;
1865} 1836}
1876 { 1847 {
1877 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1849 return NULL;
1879 } 1850 }
1880 1851
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1853 if (tmp->type == type)
1883 return tmp; 1854 return tmp;
1884 1855
1885 return NULL; 1856 return NULL;
1886} 1857}
2026 } 1997 }
2027 1998
2028 if (!index) 1999 if (!index)
2029 return -1; 2000 return -1;
2030 2001
2031 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2032} 2003}
2033 2004
2034/* 2005/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2057{ 2028{
2058 arr += begin; 2029 arr += begin;
2059 end -= begin; 2030 end -= begin;
2060 2031
2061 while (--end) 2032 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2033 swap (arr [end], arr [rndm (end + 1)]);
2063} 2034}
2064 2035
2065/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2201 2172
2202 return 3; 2173 return 3;
2203} 2174}
2204 2175
2205/* 2176/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2179 */
2227
2228int 2180int
2229dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2230{ 2182{
2231 int d; 2183 int d;
2232 2184
2398 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2399 2351
2400 return dst; 2352 return dst;
2401} 2353}
2402 2354
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439}
2440
2441/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2356 * has the same type and subtype match.
2443 * returns NULL if no match. 2357 * returns NULL if no match.
2444 */ 2358 */
2445object * 2359object *
2611 } 2525 }
2612 else 2526 else
2613 item = item->env; 2527 item = item->env;
2614} 2528}
2615 2529
2530
2531const char *
2532object::flag_desc (char *desc, int len) const
2533{
2534 char *p = desc;
2535 bool first = true;
2536
2537 *p = 0;
2538
2539 for (int i = 0; i < NUM_FLAGS; i++)
2540 {
2541 if (len <= 10) // magic constant!
2542 {
2543 snprintf (p, len, ",...");
2544 break;
2545 }
2546
2547 if (flag [i])
2548 {
2549 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 len -= cnt;
2551 p += cnt;
2552 first = false;
2553 }
2554 }
2555
2556 return desc;
2557}
2558
2616// return a suitable string describing an objetc in enough detail to find it 2559// return a suitable string describing an object in enough detail to find it
2617const char * 2560const char *
2618object::debug_desc (char *info) const 2561object::debug_desc (char *info) const
2619{ 2562{
2563 char flagdesc[512];
2620 char info2[256 * 3]; 2564 char info2[256 * 4];
2621 char *p = info; 2565 char *p = info;
2622 2566
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2568 count, uuid.seq,
2625 &name, 2569 &name,
2626 title ? " " : "", 2570 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2628 2573
2629 if (env) 2574 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2576
2632 if (map) 2577 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2579
2635 return info; 2580 return info;
2636} 2581}
2637 2582
2638const char * 2583const char *
2639object::debug_desc () const 2584object::debug_desc () const
2640{ 2585{
2641 static char info[256 * 3]; 2586 static char info[256 * 4];
2642 return debug_desc (info); 2587 return debug_desc (info);
2643} 2588}
2644 2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

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