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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 1.143 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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:
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
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 op->write (freezer);
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}
456 * refcounts and freeing the links. 455 * refcounts and freeing the links.
457 */ 456 */
458static void 457static void
459free_key_values (object *op) 458free_key_values (object *op)
460{ 459{
461 for (key_value *i = op->key_values; i != 0;) 460 for (key_value *i = op->key_values; i; )
462 { 461 {
463 key_value *next = i->next; 462 key_value *next = i->next;
464 delete i; 463 delete i;
465 464
466 i = next; 465 i = next;
467 } 466 }
468 467
469 op->key_values = 0; 468 op->key_values = 0;
470} 469}
471 470
472/* 471object &
473 * copy_to first frees everything allocated by the dst object, 472object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 473{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 474 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 475 bool is_removed = flag [FLAG_REMOVED];
485 476
486 *(object_copy *)dst = *this; 477 *(object_copy *)this = src;
487 478
488 if (is_freed) 479 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 480 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 481
497 /* Copy over key_values, if any. */ 482 /* Copy over key_values, if any. */
498 if (key_values) 483 if (src.key_values)
499 { 484 {
500 key_value *tail = 0; 485 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 486 key_values = 0;
504 487
505 for (i = key_values; i; i = i->next) 488 for (key_value *i = src.key_values; i; i = i->next)
506 { 489 {
507 key_value *new_link = new key_value; 490 key_value *new_link = new key_value;
508 491
509 new_link->next = 0; 492 new_link->next = 0;
510 new_link->key = i->key; 493 new_link->key = i->key;
511 new_link->value = i->value; 494 new_link->value = i->value;
512 495
513 /* Try and be clever here, too. */ 496 /* Try and be clever here, too. */
514 if (!dst->key_values) 497 if (!key_values)
515 { 498 {
516 dst->key_values = new_link; 499 key_values = new_link;
517 tail = new_link; 500 tail = new_link;
518 } 501 }
519 else 502 else
520 { 503 {
521 tail->next = new_link; 504 tail->next = new_link;
522 tail = new_link; 505 tail = new_link;
523 } 506 }
524 } 507 }
525 } 508 }
509}
526 510
527 update_ob_speed (dst); 511/*
512 * copy_to first frees everything allocated by the dst object,
513 * and then copies the contents of itself into the second
514 * object, allocating what needs to be allocated. Basically, any
515 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
516 * if the first object is freed, the pointers in the new object
517 * will point at garbage.
518 */
519void
520object::copy_to (object *dst)
521{
522 *dst = *this;
523
524 if (speed < 0)
525 dst->speed_left = speed_left - rndm ();
526
527 dst->set_speed (dst->speed);
528}
529
530void
531object::instantiate ()
532{
533 if (!uuid.seq) // HACK
534 uuid = gen_uuid ();
535
536 speed_left = -0.1f;
537 /* copy the body_info to the body_used - this is only really
538 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped.
542 */
543 memcpy (body_used, body_info, sizeof (body_used));
544
545 attachable::instantiate ();
528} 546}
529 547
530object * 548object *
531object::clone () 549object::clone ()
532{ 550{
538/* 556/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 557 * 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 558 * 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. 559 * be called to update the face variable, _and_ how it looks on the map.
542 */ 560 */
543
544void 561void
545update_turn_face (object *op) 562update_turn_face (object *op)
546{ 563{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 564 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 565 return;
566
549 SET_ANIMATION (op, op->direction); 567 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
551} 569}
552 570
553/* 571/*
554 * Updates the speed of an object. If the speed changes from 0 to another 572 * 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. 573 * 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. 574 * This function needs to be called whenever the speed of an object changes.
557 */ 575 */
558void 576void
559update_ob_speed (object *op) 577object::set_speed (float speed)
560{ 578{
561 extern int arch_init; 579 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 { 580 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 581 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 582 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 583 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 584
586 /* process_events() expects us to insert the object at the beginning 585 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 586
590 if (op->active_next != NULL) 587 if (has_active_speed ())
591 op->active_next->active_prev = op; 588 activate ();
592
593 active_objects = op;
594 }
595 else 589 else
596 { 590 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} 591}
651 592
652/* 593/*
653 * update_object() updates the the map. 594 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 595 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 608 * UP_OBJ_FACE: only the objects face has changed.
668 */ 609 */
669void 610void
670update_object (object *op, int action) 611update_object (object *op, int action)
671{ 612{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 613 if (op == NULL)
675 { 614 {
676 /* this should never happen */ 615 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 616 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 617 return;
702 return; 641 return;
703 } 642 }
704 643
705 mapspace &m = op->ms (); 644 mapspace &m = op->ms ();
706 645
707 if (m.flags_ & P_NEED_UPDATE) 646 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 647 /* nop */;
709 else if (action == UP_OBJ_INSERT) 648 else if (action == UP_OBJ_INSERT)
710 { 649 {
711 // this is likely overkill, TODO: revisit (schmorp) 650 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 651 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 660 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 661 * to have move_allow right now.
723 */ 662 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 663 || ((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) 664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 665 m.flags_ = 0;
727 } 666 }
728 /* if the object is being removed, we can't make intelligent 667 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 668 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 669 * that is being removed.
731 */ 670 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 672 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 673 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 674 /* Nothing to do for that case */ ;
736 else 675 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 676 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 677
739 if (op->more) 678 if (op->more)
740 update_object (op->more, action); 679 update_object (op->more, action);
741} 680}
742 681
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 682object::object ()
747{ 683{
748 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
749 685
750 expmul = 1.0; 686 expmul = 1.0;
751 face = blank_face; 687 face = blank_face;
752} 688}
753 689
754object::~object () 690object::~object ()
755{ 691{
692 unlink ();
693
756 free_key_values (this); 694 free_key_values (this);
757} 695}
758 696
697static int object_count;
698
759void object::link () 699void object::link ()
760{ 700{
761 count = ++ob_count; 701 assert (!index);//D
762 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
763 704
764 prev = 0; 705 refcnt_inc ();
765 next = object::first; 706 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 707}
772 708
773void object::unlink () 709void object::unlink ()
774{ 710{
775 if (this == object::first) 711 if (!index)
776 object::first = next; 712 return;
777 713
778 /* Remove this object from the list of used objects */ 714 objects.erase (this);
779 if (prev) prev->next = next; 715 refcnt_dec ();
780 if (next) next->prev = prev; 716}
781 717
782 prev = 0; 718void
783 next = 0; 719object::activate ()
720{
721 /* If already on active list, don't do anything */
722 if (active)
723 return;
724
725 if (has_active_speed ())
726 actives.insert (this);
727}
728
729void
730object::activate_recursive ()
731{
732 activate ();
733
734 for (object *op = inv; op; op = op->below)
735 op->activate_recursive ();
736}
737
738/* This function removes object 'op' from the list of active
739 * objects.
740 * This should only be used for style maps or other such
741 * reference maps where you don't want an object that isn't
742 * in play chewing up cpu time getting processed.
743 * The reverse of this is to call update_ob_speed, which
744 * will do the right thing based on the speed of the object.
745 */
746void
747object::deactivate ()
748{
749 /* If not on the active list, nothing needs to be done */
750 if (!active)
751 return;
752
753 actives.erase (this);
754}
755
756void
757object::deactivate_recursive ()
758{
759 for (object *op = inv; op; op = op->below)
760 op->deactivate_recursive ();
761
762 deactivate ();
763}
764
765void
766object::set_flag_inv (int flag, int value)
767{
768 for (object *op = inv; op; op = op->below)
769 {
770 op->flag [flag] = value;
771 op->set_flag_inv (flag, value);
772 }
773}
774
775/*
776 * Remove and free all objects in the inventory of the given object.
777 * object.c ?
778 */
779void
780object::destroy_inv (bool drop_to_ground)
781{
782 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory,
786 // cf will crash below with off-map x and y
787 if (!inv)
788 return;
789
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
798 || ms ().move_block == MOVE_ALL)
799 {
800 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy ();
804 }
805 }
806 else
807 { /* Put objects in inventory onto this space */
808 while (inv)
809 {
810 object *op = inv;
811
812 if (op->flag [FLAG_STARTEQUIP]
813 || op->flag [FLAG_NO_DROP]
814 || op->type == RUNE
815 || op->type == TRAP
816 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH])
818 op->destroy ();
819 else
820 map->insert (op, x, y);
821 }
822 }
784} 823}
785 824
786object *object::create () 825object *object::create ()
787{ 826{
788 object *op = new object; 827 object *op = new object;
789 op->link (); 828 op->link ();
790 return op; 829 return op;
791} 830}
792 831
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 832void
804object::do_destroy () 833object::do_destroy ()
805{ 834{
806 attachable::do_destroy (); 835 attachable::do_destroy ();
807 836
812 remove_friendly_object (this); 841 remove_friendly_object (this);
813 842
814 if (!flag [FLAG_REMOVED]) 843 if (!flag [FLAG_REMOVED])
815 remove (); 844 remove ();
816 845
817 if (flag [FLAG_FREED]) 846 destroy_inv (true);
818 return; 847
848 deactivate ();
849 unlink ();
819 850
820 flag [FLAG_FREED] = 1; 851 flag [FLAG_FREED] = 1;
821 852
822 // hack to ensure that freed objects still have a valid map 853 // hack to ensure that freed objects still have a valid map
823 { 854 {
829 860
830 freed_map->name = "/internal/freed_objects_map"; 861 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 862 freed_map->width = 3;
832 freed_map->height = 3; 863 freed_map->height = 3;
833 864
834 freed_map->allocate (); 865 freed_map->alloc ();
866 freed_map->in_memory = MAP_IN_MEMORY;
835 } 867 }
836 868
837 map = freed_map; 869 map = freed_map;
838 x = 1; 870 x = 1;
839 y = 1; 871 y = 1;
840 } 872 }
841 873
842 more = 0;
843 head = 0; 874 head = 0;
844 inv = 0; 875
876 if (more)
877 {
878 more->destroy ();
879 more = 0;
880 }
845 881
846 // clear those pointers that likely might have circular references to us 882 // clear those pointers that likely might have circular references to us
847 owner = 0; 883 owner = 0;
848 enemy = 0; 884 enemy = 0;
849 attacked_by = 0; 885 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} 886}
905 887
906void 888void
907object::destroy (bool destroy_inventory) 889object::destroy (bool destroy_inventory)
908{ 890{
909 if (destroyed ()) 891 if (destroyed ())
910 return; 892 return;
911 893
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) 894 if (destroy_inventory)
920 destroy_inv (true); 895 destroy_inv (false);
921 896
922 attachable::destroy (); 897 attachable::destroy ();
923} 898}
924 899
925/* 900/*
943 * This function removes the object op from the linked list of objects 918 * 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 919 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 920 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 921 * environment, the x and y coordinates will be updated to
947 * the previous environment. 922 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 923 */
950void 924void
951object::remove () 925object::do_remove ()
952{ 926{
953 object *tmp, *last = 0; 927 object *tmp, *last = 0;
954 object *otmp; 928 object *otmp;
955 929
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 930 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 952 * to save cpu time.
979 */ 953 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 954 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 955 otmp->update_stats ();
982 956
983 if (above != NULL) 957 if (above)
984 above->below = below; 958 above->below = below;
985 else 959 else
986 env->inv = below; 960 env->inv = below;
987 961
988 if (below != NULL) 962 if (below)
989 below->above = above; 963 below->above = above;
990 964
991 /* we set up values so that it could be inserted into 965 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 966 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 967 * to the caller to decide what we want to do.
997 above = 0, below = 0; 971 above = 0, below = 0;
998 env = 0; 972 env = 0;
999 } 973 }
1000 else if (map) 974 else if (map)
1001 { 975 {
1002 /* Re did the following section of code - it looks like it had 976 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 977 {
978 // leaving a spot always closes any open container on the ground
979 if (container && !container->env)
980 // this causes spurious floorbox updates, but it ensures
981 // that the CLOSE event is being sent.
982 close_container ();
983
984 --map->players;
985 map->touch ();
986 }
987
988 map->dirty = true;
989 mapspace &ms = this->ms ();
1005 990
1006 /* link the object above us */ 991 /* link the object above us */
1007 if (above) 992 if (above)
1008 above->below = below; 993 above->below = below;
1009 else 994 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 995 ms.top = below; /* we were top, set new top */
1011 996
1012 /* Relink the object below us, if there is one */ 997 /* Relink the object below us, if there is one */
1013 if (below) 998 if (below)
1014 below->above = above; 999 below->above = above;
1015 else 1000 else
1017 /* Nothing below, which means we need to relink map object for this space 1002 /* 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 1003 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1004 * evident
1020 */ 1005 */
1021 if (GET_MAP_OB (map, x, y) != this) 1006 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); 1007 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 1008
1032 map->at (x, y).bot = above; /* goes on above it. */ 1009 ms.bot = above; /* goes on above it. */
1033 } 1010 }
1034 1011
1035 above = 0; 1012 above = 0;
1036 below = 0; 1013 below = 0;
1037 1014
1038 if (map->in_memory == MAP_SAVING) 1015 if (map->in_memory == MAP_SAVING)
1039 return; 1016 return;
1040 1017
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1018 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1019
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1020 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1021 {
1045 /* No point updating the players look faces if he is the object 1022 /* No point updating the players look faces if he is the object
1046 * being removed. 1023 * being removed.
1047 */ 1024 */
1048 1025
1060 1037
1061 if (tmp->contr->ns) 1038 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1039 tmp->contr->ns->floorbox_update ();
1063 } 1040 }
1064 1041
1065 /* See if player moving off should effect something */ 1042 /* See if object moving off should effect something */
1066 if (check_walk_off 1043 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1044 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1046 {
1070 move_apply (tmp, this, 0); 1047 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1049 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1051 }
1075 1052
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1055 if (tmp->above == tmp)
1079 tmp->above = 0; 1056 tmp->above = 0;
1080 1057
1081 last = tmp; 1058 last = tmp;
1082 } 1059 }
1083 1060
1084 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL if there are no objects on this space */
1062 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1063 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1064 map->at (x, y).flags_ = 0;
1087 else 1065 else
1088 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1089 1067
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1069 update_all_los (map, x, y);
1127 } 1105 }
1128 1106
1129 return 0; 1107 return 0;
1130} 1108}
1131 1109
1110void
1111object::expand_tail ()
1112{
1113 if (more)
1114 return;
1115
1116 object *prev = this;
1117
1118 for (archetype *at = arch->more; at; at = at->more)
1119 {
1120 object *op = arch_to_object (at);
1121
1122 op->name = name;
1123 op->name_pl = name_pl;
1124 op->title = title;
1125
1126 op->head = this;
1127 prev->more = op;
1128
1129 prev = op;
1130 }
1131}
1132
1132/* 1133/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1134 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1135 * job preparing multi-part monsters.
1135 */ 1136 */
1136object * 1137object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1138insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1139{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1141 {
1146 tmp->x = x + tmp->arch->clone.x; 1142 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1143 tmp->y = y + tmp->arch->clone.y;
1148 } 1144 }
1149 1145
1171 * just 'op' otherwise 1167 * just 'op' otherwise
1172 */ 1168 */
1173object * 1169object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1171{
1172 assert (!op->flag [FLAG_FREED]);
1173
1176 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1175
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1176 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184 1177
1185 if (m == NULL) 1178#if 0
1186 { 1179 if (!m->active != !op->active)
1187 char *dump = dump_object (op); 1180 if (m->active)
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1181 op->activate_recursive ();
1189 free (dump); 1182 else
1190 return op; 1183 op->deactivate_recursive ();
1191 } 1184#endif
1192 1185
1193 if (out_of_map (m, op->x, op->y)) 1186 if (out_of_map (m, op->x, op->y))
1194 { 1187 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1197#ifdef MANY_CORES 1189#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted. 1192 * improperly inserted.
1201 */ 1193 */
1202 abort (); 1194 abort ();
1203#endif 1195#endif
1204 free (dump);
1205 return op; 1196 return op;
1206 } 1197 }
1207 1198
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; 1199 if (object *more = op->more)
1221 1200 {
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) 1201 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1202 {
1239 if (!op->head) 1203 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1205
1242 return 0; 1206 return 0;
1247 1211
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1212 /* 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 1213 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1214 * need extra work
1251 */ 1215 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1216 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1217 return 0;
1254 y = op->y; 1218
1219 op->map = m;
1220 mapspace &ms = op->ms ();
1255 1221
1256 /* this has to be done after we translate the coordinates. 1222 /* this has to be done after we translate the coordinates.
1257 */ 1223 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1224 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1225 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1226 if (object::can_merge (op, tmp))
1261 { 1227 {
1262 op->nrof += tmp->nrof; 1228 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1229 tmp->destroy ();
1264 } 1230 }
1281 op->below = originator->below; 1247 op->below = originator->below;
1282 1248
1283 if (op->below) 1249 if (op->below)
1284 op->below->above = op; 1250 op->below->above = op;
1285 else 1251 else
1286 op->ms ().bot = op; 1252 ms.bot = op;
1287 1253
1288 /* since *below* originator, no need to update top */ 1254 /* since *below* originator, no need to update top */
1289 originator->below = op; 1255 originator->below = op;
1290 } 1256 }
1291 else 1257 else
1292 { 1258 {
1259 top = ms.bot;
1260
1293 /* If there are other objects, then */ 1261 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1262 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1263 {
1296 object *last = NULL; 1264 object *last = 0;
1297 1265
1298 /* 1266 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1267 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1268 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1269 * 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 1273 * 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 1274 * 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 1275 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1276 * that flying non pickable objects are spell objects.
1309 */ 1277 */
1310 1278 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1279 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1280 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1281 floor = top;
1315 1282
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1283 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; 1286 top = top->below;
1320 break; 1287 break;
1321 } 1288 }
1322 1289
1323 last = top; 1290 last = top;
1324 top = top->above;
1325 } 1291 }
1326 1292
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1293 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1294 top = last;
1329 1295
1331 * looks like instead of lots of conditions here. 1297 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1298 * makes things faster, and effectively the same result.
1333 */ 1299 */
1334 1300
1335 /* Have object 'fall below' other objects that block view. 1301 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1302 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1303 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1304 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1305 * stacking is a bit odd.
1340 */ 1306 */
1341 if (!(flag & INS_ON_TOP) && 1307 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)) 1308 && ms.flags () & P_BLOCKSVIEW
1309 && (op->face && !faces [op->face].visibility))
1343 { 1310 {
1344 for (last = top; last != floor; last = last->below) 1311 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1312 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1313 break;
1314
1347 /* Check to see if we found the object that blocks view, 1315 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1316 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1317 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1318 * set top to the object below us.
1351 */ 1319 */
1353 top = last->below; 1321 top = last->below;
1354 } 1322 }
1355 } /* If objects on this space */ 1323 } /* If objects on this space */
1356 1324
1357 if (flag & INS_MAP_LOAD) 1325 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1326 top = ms.top;
1359 1327
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1328 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1329 top = floor;
1362 1330
1363 /* Top is the object that our object (op) is going to get inserted above. 1331 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1332 */
1365 1333
1366 /* First object on this space */ 1334 /* First object on this space */
1367 if (!top) 1335 if (!top)
1368 { 1336 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1337 op->above = ms.bot;
1370 1338
1371 if (op->above) 1339 if (op->above)
1372 op->above->below = op; 1340 op->above->below = op;
1373 1341
1374 op->below = NULL; 1342 op->below = 0;
1375 op->ms ().bot = op; 1343 ms.bot = op;
1376 } 1344 }
1377 else 1345 else
1378 { /* get inserted into the stack above top */ 1346 { /* get inserted into the stack above top */
1379 op->above = top->above; 1347 op->above = top->above;
1380 1348
1383 1351
1384 op->below = top; 1352 op->below = top;
1385 top->above = op; 1353 top->above = op;
1386 } 1354 }
1387 1355
1388 if (op->above == NULL) 1356 if (!op->above)
1389 op->ms ().top = op; 1357 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1358 } /* else not INS_BELOW_ORIGINATOR */
1391 1359
1392 if (op->type == PLAYER) 1360 if (op->type == PLAYER)
1361 {
1393 op->contr->do_los = 1; 1362 op->contr->do_los = 1;
1363 ++op->map->players;
1364 op->map->touch ();
1365 }
1366
1367 op->map->dirty = true;
1394 1368
1395 /* If we have a floor, we know the player, if any, will be above 1369 /* 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. 1370 * it, so save a few ticks and start from there.
1397 */ 1371 */
1398 if (!(flag & INS_MAP_LOAD)) 1372 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1373 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1374 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1375 pl->contr->ns->floorbox_update ();
1402 1376
1403 /* If this object glows, it may affect lighting conditions that are 1377 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1378 * 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 1379 * 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 1380 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1381 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1382 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1383 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1384 * of effect may be sufficient.
1411 */ 1385 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1386 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1387 update_all_los (op->map, op->x, op->y);
1414 1388
1452{ 1426{
1453 object *tmp, *tmp1; 1427 object *tmp, *tmp1;
1454 1428
1455 /* first search for itself and remove any old instances */ 1429 /* first search for itself and remove any old instances */
1456 1430
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1433 tmp->destroy ();
1460 1434
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1435 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1436
1463 tmp1->x = op->x; 1437 tmp1->x = op->x;
1464 tmp1->y = op->y; 1438 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1439 insert_ob_in_map (tmp1, op->map, op, 0);
1440}
1441
1442object *
1443object::insert_at (object *where, object *originator, int flags)
1444{
1445 return where->map->insert (this, where->x, where->y, originator, flags);
1466} 1446}
1467 1447
1468/* 1448/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1449 * 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 1450 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1451 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1452 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1453 * global static errmsg array.
1474 */ 1454 */
1475
1476object * 1455object *
1477get_split_ob (object *orig_ob, uint32 nr) 1456get_split_ob (object *orig_ob, uint32 nr)
1478{ 1457{
1479 object *newob; 1458 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1459 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * the amount of an object. If the amount reaches 0, the object 1490 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1491 * is subsequently removed and freed.
1513 * 1492 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1493 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1494 */
1516
1517object * 1495object *
1518decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1519{ 1497{
1520 object *tmp; 1498 object *tmp;
1521 1499
1596 1574
1597/* 1575/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1600 */ 1578 */
1601
1602void 1579void
1603add_weight (object *op, signed long weight) 1580add_weight (object *op, signed long weight)
1604{ 1581{
1605 while (op != NULL) 1582 while (op != NULL)
1606 { 1583 {
1638 * inside the object environment. 1615 * inside the object environment.
1639 * 1616 *
1640 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1642 */ 1619 */
1643
1644object * 1620object *
1645object::insert (object *op) 1621object::insert (object *op)
1646{ 1622{
1647 object *tmp, *otmp; 1623 object *tmp, *otmp;
1648 1624
1744 * 1720 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1721 * 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 1722 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1723 * on top.
1748 */ 1724 */
1749
1750int 1725int
1751check_move_on (object *op, object *originator) 1726check_move_on (object *op, object *originator)
1752{ 1727{
1753 object *tmp; 1728 object *tmp;
1754 maptile *m = op->map; 1729 maptile *m = op->map;
1781 1756
1782 /* The objects have to be checked from top to bottom. 1757 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1758 * Hence, we first go to the top:
1784 */ 1759 */
1785 1760
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1761 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1762 {
1788 /* Trim the search when we find the first other spell effect 1763 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1764 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1765 * we don't need to check all of them.
1791 */ 1766 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1784 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)) 1785 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1786 {
1812 1787
1813 float 1788 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1789 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1790
1816 if (op->type == PLAYER) 1791 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1792 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))) 1793 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1794 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1824 * The first matching object is returned, or NULL if none.
1850 */ 1825 */
1851object * 1826object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1827present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1828{
1854 if (m == NULL || out_of_map (m, x, y)) 1829 if (!m || out_of_map (m, x, y))
1855 { 1830 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1831 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1832 return NULL;
1858 } 1833 }
1859 1834
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1836 if (tmp->arch == at)
1862 return tmp; 1837 return tmp;
1863 1838
1864 return NULL; 1839 return NULL;
1865} 1840}
1876 { 1851 {
1877 LOG (llevError, "Present called outside map.\n"); 1852 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1853 return NULL;
1879 } 1854 }
1880 1855
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1857 if (tmp->type == type)
1883 return tmp; 1858 return tmp;
1884 1859
1885 return NULL; 1860 return NULL;
1886} 1861}
2026 } 2001 }
2027 2002
2028 if (!index) 2003 if (!index)
2029 return -1; 2004 return -1;
2030 2005
2031 return altern[RANDOM () % index]; 2006 return altern [rndm (index)];
2032} 2007}
2033 2008
2034/* 2009/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2010 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2011 * find_free_spot(), but it will search max number of squares.
2057{ 2032{
2058 arr += begin; 2033 arr += begin;
2059 end -= begin; 2034 end -= begin;
2060 2035
2061 while (--end) 2036 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2037 swap (arr [end], arr [rndm (end + 1)]);
2063} 2038}
2064 2039
2065/* new function to make monster searching more efficient, and effective! 2040/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2041 * 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 2042 * the spaces to find monsters. In this way, it won't always look for
2201 2176
2202 return 3; 2177 return 3;
2203} 2178}
2204 2179
2205/* 2180/*
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 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2183 */
2227
2228int 2184int
2229dirdiff (int dir1, int dir2) 2185dirdiff (int dir1, int dir2)
2230{ 2186{
2231 int d; 2187 int d;
2232 2188
2398 insert_ob_in_ob (object_create_clone (item), dst); 2354 insert_ob_in_ob (object_create_clone (item), dst);
2399 2355
2400 return dst; 2356 return dst;
2401} 2357}
2402 2358
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 2359/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2360 * has the same type and subtype match.
2443 * returns NULL if no match. 2361 * returns NULL if no match.
2444 */ 2362 */
2445object * 2363object *
2498 if (link->key == canonical_key) 2416 if (link->key == canonical_key)
2499 return link->value; 2417 return link->value;
2500 2418
2501 return 0; 2419 return 0;
2502} 2420}
2503
2504 2421
2505/* 2422/*
2506 * Updates the canonical_key in op to value. 2423 * Updates the canonical_key in op to value.
2507 * 2424 *
2508 * canonical_key is a shared string (value doesn't have to be). 2425 * canonical_key is a shared string (value doesn't have to be).
2611 } 2528 }
2612 else 2529 else
2613 item = item->env; 2530 item = item->env;
2614} 2531}
2615 2532
2533
2534const char *
2535object::flag_desc (char *desc, int len) const
2536{
2537 char *p = desc;
2538 bool first = true;
2539
2540 *p = 0;
2541
2542 for (int i = 0; i < NUM_FLAGS; i++)
2543 {
2544 if (len <= 10) // magic constant!
2545 {
2546 snprintf (p, len, ",...");
2547 break;
2548 }
2549
2550 if (flag [i])
2551 {
2552 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2553 len -= cnt;
2554 p += cnt;
2555 first = false;
2556 }
2557 }
2558
2559 return desc;
2560}
2561
2616// return a suitable string describing an objetc in enough detail to find it 2562// return a suitable string describing an object in enough detail to find it
2617const char * 2563const char *
2618object::debug_desc (char *info) const 2564object::debug_desc (char *info) const
2619{ 2565{
2566 char flagdesc[512];
2620 char info2[256 * 3]; 2567 char info2[256 * 4];
2621 char *p = info; 2568 char *p = info;
2622 2569
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2570 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2571 count, uuid.seq,
2625 &name, 2572 &name,
2626 title ? " " : "", 2573 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2574 title ? (const char *)title : "",
2575 flag_desc (flagdesc, 512), type);
2628 2576
2629 if (env) 2577 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2579
2632 if (map) 2580 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2581 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2582
2635 return info; 2583 return info;
2636} 2584}
2637 2585
2638const char * 2586const char *
2639object::debug_desc () const 2587object::debug_desc () const
2640{ 2588{
2641 static char info[256 * 3]; 2589 static char info[3][256 * 4];
2590 static int info_idx;
2591
2642 return debug_desc (info); 2592 return debug_desc (info [++info_idx % 3]);
2643} 2593}
2644 2594
2595struct region *
2596object::region () const
2597{
2598 return map ? map->region (x, y)
2599 : region::default_region ();
2600}
2601
2602const materialtype_t *
2603object::dominant_material () const
2604{
2605 if (materialtype_t *mat = name_to_material (materialname))
2606 return mat;
2607
2608 // omfg this is slow, this has to be temporary :)
2609 shstr unknown ("unknown");
2610
2611 return name_to_material (unknown);
2612}
2613
2614void
2615object::open_container (object *new_container)
2616{
2617 if (container == new_container)
2618 return;
2619
2620 if (object *old_container = container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 old_container->flag [FLAG_APPLIED] = 0;
2633 container = 0;
2634
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637 }
2638
2639 if (new_container)
2640 {
2641 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2642 return;
2643
2644 // TODO: this does not seem to serve any purpose anymore?
2645#if 0
2646 // insert the "Close Container" object.
2647 if (archetype *closer = new_container->other_arch)
2648 {
2649 object *closer = arch_to_object (new_container->other_arch);
2650 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2651 new_container->insert (closer);
2652 }
2653#endif
2654
2655 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2656
2657 new_container->flag [FLAG_APPLIED] = 1;
2658 container = new_container;
2659
2660 esrv_update_item (UPD_FLAGS, this, new_container);
2661 esrv_send_inventory (this, new_container);
2662 }
2663}
2664
2665

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