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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 1.146 by root, Fri May 11 21:07:13 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>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short 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 47 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}; 48};
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, 49short 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 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* 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 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 3); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
455/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 476 * refcounts and freeing the links.
457 */ 477 */
458static void 478static void
459free_key_values (object *op) 479free_key_values (object *op)
460{ 480{
461 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
462 { 482 {
463 key_value *next = i->next; 483 key_value *next = i->next;
464 delete i; 484 delete i;
465 485
466 i = next; 486 i = next;
467 } 487 }
468 488
469 op->key_values = 0; 489 op->key_values = 0;
470} 490}
471 491
472/* 492object &
473 * copy_to first frees everything allocated by the dst object, 493object::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{ 494{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 495 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 496 bool is_removed = flag [FLAG_REMOVED];
485 497
486 *(object_copy *)dst = *this; 498 *(object_copy *)this = src;
487 499
488 if (is_freed) 500 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 501 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;
496 502
497 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
498 if (key_values) 504 if (src.key_values)
499 { 505 {
500 key_value *tail = 0; 506 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 507 key_values = 0;
504 508
505 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
506 { 510 {
507 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
508 512
509 new_link->next = 0; 513 new_link->next = 0;
510 new_link->key = i->key; 514 new_link->key = i->key;
511 new_link->value = i->value; 515 new_link->value = i->value;
512 516
513 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
514 if (!dst->key_values) 518 if (!key_values)
515 { 519 {
516 dst->key_values = new_link; 520 key_values = new_link;
517 tail = new_link; 521 tail = new_link;
518 } 522 }
519 else 523 else
520 { 524 {
521 tail->next = new_link; 525 tail->next = new_link;
522 tail = new_link; 526 tail = new_link;
523 } 527 }
524 } 528 }
525 } 529 }
530}
526 531
527 update_ob_speed (dst); 532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
528} 568}
529 569
530object * 570object *
531object::clone () 571object::clone ()
532{ 572{
538/* 578/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * 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 580 * 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. 581 * be called to update the face variable, _and_ how it looks on the map.
542 */ 582 */
543
544void 583void
545update_turn_face (object *op) 584update_turn_face (object *op)
546{ 585{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 587 return;
588
549 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
551} 591}
552 592
553/* 593/*
554 * Updates the speed of an object. If the speed changes from 0 to another 594 * 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. 595 * 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. 596 * This function needs to be called whenever the speed of an object changes.
557 */ 597 */
558void 598void
559update_ob_speed (object *op) 599object::set_speed (float speed)
560{ 600{
561 extern int arch_init; 601 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 { 602 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 604 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 605 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 606
586 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 608
590 if (op->active_next != NULL) 609 if (has_active_speed ())
591 op->active_next->active_prev = op; 610 activate ();
592
593 active_objects = op;
594 }
595 else 611 else
596 { 612 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} 613}
651 614
652/* 615/*
653 * update_object() updates the the map. 616 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
668 */ 631 */
669void 632void
670update_object (object *op, int action) 633update_object (object *op, int action)
671{ 634{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 635 if (op == NULL)
675 { 636 {
676 /* this should never happen */ 637 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 639 return;
702 return; 663 return;
703 } 664 }
704 665
705 mapspace &m = op->ms (); 666 mapspace &m = op->ms ();
706 667
707 if (m.flags_ & P_NEED_UPDATE) 668 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 669 /* nop */;
709 else if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
710 { 671 {
711 // this is likely overkill, TODO: revisit (schmorp) 672 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 673 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 682 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 683 * to have move_allow right now.
723 */ 684 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 685 || ((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) 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 687 m.flags_ = 0;
727 } 688 }
728 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 691 * that is being removed.
731 */ 692 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 694 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
736 else 697 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 699
739 if (op->more) 700 if (op->more)
740 update_object (op->more, action); 701 update_object (op->more, action);
741} 702}
742 703
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 704object::object ()
747{ 705{
748 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
749 707
750 expmul = 1.0; 708 expmul = 1.0;
751 face = blank_face; 709 face = blank_face;
752} 710}
753 711
754object::~object () 712object::~object ()
755{ 713{
714 unlink ();
715
756 free_key_values (this); 716 free_key_values (this);
757} 717}
758 718
719static int object_count;
720
759void object::link () 721void object::link ()
760{ 722{
761 count = ++ob_count; 723 assert (!index);//D
762 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
763 726
764 prev = 0; 727 refcnt_inc ();
765 next = object::first; 728 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 729}
772 730
773void object::unlink () 731void object::unlink ()
774{ 732{
775 if (this == object::first) 733 if (!index)
776 object::first = next; 734 return;
777 735
778 /* Remove this object from the list of used objects */ 736 objects.erase (this);
779 if (prev) prev->next = next; 737 refcnt_dec ();
780 if (next) next->prev = prev; 738}
781 739
782 prev = 0; 740void
783 next = 0; 741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
796
797/*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
784} 845}
785 846
786object *object::create () 847object *object::create ()
787{ 848{
788 object *op = new object; 849 object *op = new object;
789 op->link (); 850 op->link ();
790 return op; 851 return op;
791} 852}
792 853
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 854void
804object::do_destroy () 855object::do_destroy ()
805{ 856{
806 attachable::do_destroy (); 857 attachable::do_destroy ();
807 858
812 remove_friendly_object (this); 863 remove_friendly_object (this);
813 864
814 if (!flag [FLAG_REMOVED]) 865 if (!flag [FLAG_REMOVED])
815 remove (); 866 remove ();
816 867
817 if (flag [FLAG_FREED]) 868 destroy_inv (true);
818 return; 869
870 deactivate ();
871 unlink ();
819 872
820 flag [FLAG_FREED] = 1; 873 flag [FLAG_FREED] = 1;
821 874
822 // hack to ensure that freed objects still have a valid map 875 // hack to ensure that freed objects still have a valid map
823 { 876 {
829 882
830 freed_map->name = "/internal/freed_objects_map"; 883 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 884 freed_map->width = 3;
832 freed_map->height = 3; 885 freed_map->height = 3;
833 886
834 freed_map->allocate (); 887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
835 } 889 }
836 890
837 map = freed_map; 891 map = freed_map;
838 x = 1; 892 x = 1;
839 y = 1; 893 y = 1;
840 } 894 }
841 895
842 more = 0;
843 head = 0; 896 head = 0;
844 inv = 0; 897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
845 903
846 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
847 owner = 0; 905 owner = 0;
848 enemy = 0; 906 enemy = 0;
849 attacked_by = 0; 907 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} 908}
905 909
906void 910void
907object::destroy (bool destroy_inventory) 911object::destroy (bool destroy_inventory)
908{ 912{
909 if (destroyed ()) 913 if (destroyed ())
910 return; 914 return;
911 915
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) 916 if (destroy_inventory)
920 destroy_inv (true); 917 destroy_inv (false);
921 918
922 attachable::destroy (); 919 attachable::destroy ();
923} 920}
924 921
925/* 922/*
943 * This function removes the object op from the linked list of objects 940 * 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 941 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
947 * the previous environment. 944 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 945 */
950void 946void
951object::remove () 947object::do_remove ()
952{ 948{
953 object *tmp, *last = 0; 949 object *tmp, *last = 0;
954 object *otmp; 950 object *otmp;
955 951
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 974 * to save cpu time.
979 */ 975 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 977 otmp->update_stats ();
982 978
983 if (above != NULL) 979 if (above)
984 above->below = below; 980 above->below = below;
985 else 981 else
986 env->inv = below; 982 env->inv = below;
987 983
988 if (below != NULL) 984 if (below)
989 below->above = above; 985 below->above = above;
990 986
991 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
997 above = 0, below = 0; 993 above = 0, below = 0;
998 env = 0; 994 env = 0;
999 } 995 }
1000 else if (map) 996 else if (map)
1001 { 997 {
1002 /* Re did the following section of code - it looks like it had 998 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1005 1012
1006 /* link the object above us */ 1013 /* link the object above us */
1007 if (above) 1014 if (above)
1008 above->below = below; 1015 above->below = below;
1009 else 1016 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1011 1018
1012 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1013 if (below) 1020 if (below)
1014 below->above = above; 1021 below->above = above;
1015 else 1022 else
1017 /* Nothing below, which means we need to relink map object for this space 1024 /* 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 1025 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1026 * evident
1020 */ 1027 */
1021 if (GET_MAP_OB (map, x, y) != this) 1028 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); 1029 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 1030
1032 map->at (x, y).bot = above; /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
1033 } 1032 }
1034 1033
1035 above = 0; 1034 above = 0;
1036 below = 0; 1035 below = 0;
1037 1036
1038 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1039 return; 1038 return;
1040 1039
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1041
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1043 {
1045 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1046 * being removed. 1045 * being removed.
1047 */ 1046 */
1048 1047
1060 1059
1061 if (tmp->contr->ns) 1060 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1061 tmp->contr->ns->floorbox_update ();
1063 } 1062 }
1064 1063
1065 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1066 if (check_walk_off 1065 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1066 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1068 {
1070 move_apply (tmp, this, 0); 1069 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1071 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1073 }
1075 1074
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1079 tmp->above = 0; 1078 tmp->above = 0;
1080 1079
1081 last = tmp; 1080 last = tmp;
1082 } 1081 }
1083 1082
1084 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1085 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = 0;
1087 else 1087 else
1088 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1089 1089
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1127 } 1127 }
1128 1128
1129 return 0; 1129 return 0;
1130} 1130}
1131 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1132/* 1155/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1135 */ 1158 */
1136object * 1159object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1161{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1163 {
1146 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1148 } 1166 }
1149 1167
1171 * just 'op' otherwise 1189 * just 'op' otherwise
1172 */ 1190 */
1173object * 1191object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1176 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1197
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184 1199
1185 if (m == NULL) 1200#if 0
1186 { 1201 if (!m->active != !op->active)
1187 char *dump = dump_object (op); 1202 if (m->active)
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1189 free (dump); 1204 else
1190 return op; 1205 op->deactivate_recursive ();
1191 } 1206#endif
1192 1207
1193 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1194 { 1209 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1197#ifdef MANY_CORES 1211#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object 1212 /* 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 1213 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted. 1214 * improperly inserted.
1201 */ 1215 */
1202 abort (); 1216 abort ();
1203#endif 1217#endif
1204 free (dump);
1205 return op; 1218 return op;
1206 } 1219 }
1207 1220
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; 1221 if (object *more = op->more)
1221 1222 {
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) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1224 {
1239 if (!op->head) 1225 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1227
1242 return 0; 1228 return 0;
1247 1233
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* 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 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1236 * need extra work
1251 */ 1237 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1239 return 0;
1254 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1255 1243
1256 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1257 */ 1245 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1261 { 1249 {
1262 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1251 tmp->destroy ();
1264 } 1252 }
1281 op->below = originator->below; 1269 op->below = originator->below;
1282 1270
1283 if (op->below) 1271 if (op->below)
1284 op->below->above = op; 1272 op->below->above = op;
1285 else 1273 else
1286 op->ms ().bot = op; 1274 ms.bot = op;
1287 1275
1288 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1289 originator->below = op; 1277 originator->below = op;
1290 } 1278 }
1291 else 1279 else
1292 { 1280 {
1281 top = ms.bot;
1282
1293 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1285 {
1296 object *last = NULL; 1286 object *last = 0;
1297 1287
1298 /* 1288 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1291 * 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 1295 * 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 1296 * 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 1297 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1309 */ 1299 */
1310 1300 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1301 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1303 floor = top;
1315 1304
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 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; 1308 top = top->below;
1320 break; 1309 break;
1321 } 1310 }
1322 1311
1323 last = top; 1312 last = top;
1324 top = top->above;
1325 } 1313 }
1326 1314
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1316 top = last;
1329 1317
1331 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1333 */ 1321 */
1334 1322
1335 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1327 * stacking is a bit odd.
1340 */ 1328 */
1341 if (!(flag & INS_ON_TOP) && 1329 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)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1343 { 1332 {
1344 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1335 break;
1336
1347 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1340 * set top to the object below us.
1351 */ 1341 */
1353 top = last->below; 1343 top = last->below;
1354 } 1344 }
1355 } /* If objects on this space */ 1345 } /* If objects on this space */
1356 1346
1357 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1359 1349
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1351 top = floor;
1362 1352
1363 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1354 */
1365 1355
1366 /* First object on this space */ 1356 /* First object on this space */
1367 if (!top) 1357 if (!top)
1368 { 1358 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1370 1360
1371 if (op->above) 1361 if (op->above)
1372 op->above->below = op; 1362 op->above->below = op;
1373 1363
1374 op->below = NULL; 1364 op->below = 0;
1375 op->ms ().bot = op; 1365 ms.bot = op;
1376 } 1366 }
1377 else 1367 else
1378 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1379 op->above = top->above; 1369 op->above = top->above;
1380 1370
1383 1373
1384 op->below = top; 1374 op->below = top;
1385 top->above = op; 1375 top->above = op;
1386 } 1376 }
1387 1377
1388 if (op->above == NULL) 1378 if (!op->above)
1389 op->ms ().top = op; 1379 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1391 1381
1392 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1393 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1394 1390
1395 /* If we have a floor, we know the player, if any, will be above 1391 /* 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. 1392 * it, so save a few ticks and start from there.
1397 */ 1393 */
1398 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1395 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1396 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1397 pl->contr->ns->floorbox_update ();
1402 1398
1403 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1400 * 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 1401 * 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 1402 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1406 * of effect may be sufficient.
1411 */ 1407 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1414 1410
1452{ 1448{
1453 object *tmp, *tmp1; 1449 object *tmp, *tmp1;
1454 1450
1455 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1456 1452
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1455 tmp->destroy ();
1460 1456
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1458
1463 tmp1->x = op->x; 1459 tmp1->x = op->x;
1464 tmp1->y = op->y; 1460 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1466} 1468}
1467 1469
1468/* 1470/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * 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 1472 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1475 * global static errmsg array.
1474 */ 1476 */
1475
1476object * 1477object *
1477get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1478{ 1479{
1479 object *newob; 1480 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1513 * 1514 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1516 */
1516
1517object * 1517object *
1518decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1519{ 1519{
1520 object *tmp; 1520 object *tmp;
1521 1521
1596 1596
1597/* 1597/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1600 */ 1600 */
1601
1602void 1601void
1603add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1604{ 1603{
1605 while (op != NULL) 1604 while (op != NULL)
1606 { 1605 {
1638 * inside the object environment. 1637 * inside the object environment.
1639 * 1638 *
1640 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1642 */ 1641 */
1643
1644object * 1642object *
1645object::insert (object *op) 1643object::insert (object *op)
1646{ 1644{
1647 object *tmp, *otmp; 1645 object *tmp, *otmp;
1648 1646
1744 * 1742 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * 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 1744 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1745 * on top.
1748 */ 1746 */
1749
1750int 1747int
1751check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1752{ 1749{
1753 object *tmp; 1750 object *tmp;
1754 maptile *m = op->map; 1751 maptile *m = op->map;
1781 1778
1782 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1784 */ 1781 */
1785 1782
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1784 {
1788 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1787 * we don't need to check all of them.
1791 */ 1788 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 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)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1808 {
1812 1809
1813 float 1810 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1812
1816 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 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))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1816 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1850 */ 1847 */
1851object * 1848object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1850{
1854 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1855 { 1852 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1854 return NULL;
1858 } 1855 }
1859 1856
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1858 if (tmp->arch == at)
1862 return tmp; 1859 return tmp;
1863 1860
1864 return NULL; 1861 return NULL;
1865} 1862}
1876 { 1873 {
1877 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1875 return NULL;
1879 } 1876 }
1880 1877
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1879 if (tmp->type == type)
1883 return tmp; 1880 return tmp;
1884 1881
1885 return NULL; 1882 return NULL;
1886} 1883}
2026 } 2023 }
2027 2024
2028 if (!index) 2025 if (!index)
2029 return -1; 2026 return -1;
2030 2027
2031 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2032} 2029}
2033 2030
2034/* 2031/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2057{ 2054{
2058 arr += begin; 2055 arr += begin;
2059 end -= begin; 2056 end -= begin;
2060 2057
2061 while (--end) 2058 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2059 swap (arr [end], arr [rndm (end + 1)]);
2063} 2060}
2064 2061
2065/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2063 * 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 2064 * the spaces to find monsters. In this way, it won't always look for
2201 2198
2202 return 3; 2199 return 3;
2203} 2200}
2204 2201
2205/* 2202/*
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 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2205 */
2227
2228int 2206int
2229dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2230{ 2208{
2231 int d; 2209 int d;
2232 2210
2398 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2399 2377
2400 return dst; 2378 return dst;
2401} 2379}
2402 2380
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 2381/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2382 * has the same type and subtype match.
2443 * returns NULL if no match. 2383 * returns NULL if no match.
2444 */ 2384 */
2445object * 2385object *
2498 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2499 return link->value; 2439 return link->value;
2500 2440
2501 return 0; 2441 return 0;
2502} 2442}
2503
2504 2443
2505/* 2444/*
2506 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2507 * 2446 *
2508 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2611 } 2550 }
2612 else 2551 else
2613 item = item->env; 2552 item = item->env;
2614} 2553}
2615 2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2616// return a suitable string describing an objetc in enough detail to find it 2584// return a suitable string describing an object in enough detail to find it
2617const char * 2585const char *
2618object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2619{ 2587{
2588 char flagdesc[512];
2620 char info2[256 * 3]; 2589 char info2[256 * 4];
2621 char *p = info; 2590 char *p = info;
2622 2591
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2593 count, uuid.seq,
2625 &name, 2594 &name,
2626 title ? " " : "", 2595 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2628 2598
2629 if (env) 2599 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2601
2632 if (map) 2602 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2604
2635 return info; 2605 return info;
2636} 2606}
2637 2607
2638const char * 2608const char *
2639object::debug_desc () const 2609object::debug_desc () const
2640{ 2610{
2641 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2642 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2643} 2615}
2644 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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