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Comparing deliantra/server/common/object.C (file contents):
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC vs.
Revision 1.132 by root, Sat Feb 10 21:01:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
490 489
491 if (is_removed) 490 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
493 492
494 if (speed < 0) 493 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
496 495
497 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
498 if (key_values) 497 if (key_values)
499 { 498 {
500 key_value *tail = 0; 499 key_value *tail = 0;
522 tail = new_link; 521 tail = new_link;
523 } 522 }
524 } 523 }
525 } 524 }
526 525
527 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
528} 527}
529 528
530object * 529object *
531object::clone () 530object::clone ()
532{ 531{
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
554 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559update_ob_speed (object *op) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 561 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 563 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 564 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 565
586 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 567
590 if (op->active_next != NULL) 568 if (has_active_speed ())
591 op->active_next->active_prev = op; 569 activate ();
592
593 active_objects = op;
594 }
595 else 570 else
596 { 571 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 572}
651 573
652/* 574/*
653 * update_object() updates the the map. 575 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
702 return; 624 return;
703 } 625 }
704 626
705 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
706 628
707 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 630 /* nop */;
709 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
710 { 632 {
711 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 644 * to have move_allow right now.
723 */ 645 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
727 } 649 }
728 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 652 * that is being removed.
731 */ 653 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
736 else 658 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 660
739 if (op->more) 661 if (op->more)
740 update_object (op->more, action); 662 update_object (op->more, action);
741} 663}
742 664
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 665object::object ()
747{ 666{
748 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
749 668
750 expmul = 1.0; 669 expmul = 1.0;
751 face = blank_face; 670 face = blank_face;
752} 671}
753 672
754object::~object () 673object::~object ()
755{ 674{
675 unlink ();
676
756 free_key_values (this); 677 free_key_values (this);
757} 678}
758 679
680static int object_count;
681
759void object::link () 682void object::link ()
760{ 683{
761 count = ++ob_count; 684 assert (!index);//D
762 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
763 687
764 prev = 0; 688 refcnt_inc ();
765 next = object::first; 689 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 690}
772 691
773void object::unlink () 692void object::unlink ()
774{ 693{
775 if (this == object::first) 694 if (!index)
776 object::first = next; 695 return;
777 696
778 /* Remove this object from the list of used objects */ 697 objects.erase (this);
779 if (prev) prev->next = next; 698 refcnt_dec ();
780 if (next) next->prev = prev; 699}
781 700
782 prev = 0; 701void
783 next = 0; 702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756}
757
758/*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
784} 806}
785 807
786object *object::create () 808object *object::create ()
787{ 809{
788 object *op = new object; 810 object *op = new object;
789 op->link (); 811 op->link ();
790 return op; 812 return op;
791} 813}
792 814
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 815void
804object::do_destroy () 816object::do_destroy ()
805{ 817{
806 attachable::do_destroy (); 818 attachable::do_destroy ();
807 819
808 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 821 remove_button_link (this);
810 822
811 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
812 remove_friendly_object (this); 825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
813 833
814 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
815 remove (); 835 remove ();
816 836
817 if (flag [FLAG_FREED]) 837 destroy_inv (true);
818 return; 838
839 deactivate ();
840 unlink ();
819 841
820 flag [FLAG_FREED] = 1; 842 flag [FLAG_FREED] = 1;
821 843
822 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
823 { 845 {
829 851
830 freed_map->name = "/internal/freed_objects_map"; 852 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 853 freed_map->width = 3;
832 freed_map->height = 3; 854 freed_map->height = 3;
833 855
834 freed_map->allocate (); 856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
835 } 858 }
836 859
837 map = freed_map; 860 map = freed_map;
838 x = 1; 861 x = 1;
839 y = 1; 862 y = 1;
840 } 863 }
841 864
842 more = 0;
843 head = 0; 865 head = 0;
844 inv = 0; 866
867 if (more)
868 {
869 more->destroy ();
870 more = 0;
871 }
845 872
846 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
847 owner = 0; 874 owner = 0;
848 enemy = 0; 875 enemy = 0;
849 attacked_by = 0; 876 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} 877}
905 878
906void 879void
907object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
908{ 881{
909 if (destroyed ()) 882 if (destroyed ())
910 return; 883 return;
911 884
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 885 if (destroy_inventory)
920 destroy_inv (true); 886 destroy_inv (false);
921 887
922 attachable::destroy (); 888 attachable::destroy ();
923} 889}
924 890
925/* 891/*
943 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
947 * the previous environment. 913 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 914 */
950void 915void
951object::remove () 916object::do_remove ()
952{ 917{
953 object *tmp, *last = 0; 918 object *tmp, *last = 0;
954 object *otmp; 919 object *otmp;
955 920
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 943 * to save cpu time.
979 */ 944 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 946 otmp->update_stats ();
982 947
983 if (above != NULL) 948 if (above)
984 above->below = below; 949 above->below = below;
985 else 950 else
986 env->inv = below; 951 env->inv = below;
987 952
988 if (below != NULL) 953 if (below)
989 below->above = above; 954 below->above = above;
990 955
991 /* we set up values so that it could be inserted into 956 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 957 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 958 * to the caller to decide what we want to do.
997 above = 0, below = 0; 962 above = 0, below = 0;
998 env = 0; 963 env = 0;
999 } 964 }
1000 else if (map) 965 else if (map)
1001 { 966 {
1002 /* Re did the following section of code - it looks like it had 967 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
974
975 --map->players;
976 map->touch ();
977 }
978
979 map->dirty = true;
980 mapspace &ms = this->ms ();
1005 981
1006 /* link the object above us */ 982 /* link the object above us */
1007 if (above) 983 if (above)
1008 above->below = below; 984 above->below = below;
1009 else 985 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 986 ms.top = below; /* we were top, set new top */
1011 987
1012 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1013 if (below) 989 if (below)
1014 below->above = above; 990 below->above = above;
1015 else 991 else
1017 /* Nothing below, which means we need to relink map object for this space 993 /* 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 994 * use translated coordinates in case some oddness with map tiling is
1019 * evident 995 * evident
1020 */ 996 */
1021 if (GET_MAP_OB (map, x, y) != this) 997 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); 998 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 999
1032 map->at (x, y).bot = above; /* goes on above it. */ 1000 ms.bot = above; /* goes on above it. */
1033 } 1001 }
1034 1002
1035 above = 0; 1003 above = 0;
1036 below = 0; 1004 below = 0;
1037 1005
1038 if (map->in_memory == MAP_SAVING) 1006 if (map->in_memory == MAP_SAVING)
1039 return; 1007 return;
1040 1008
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1009 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1010
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1011 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1012 {
1045 /* No point updating the players look faces if he is the object 1013 /* No point updating the players look faces if he is the object
1046 * being removed. 1014 * being removed.
1047 */ 1015 */
1048 1016
1060 1028
1061 if (tmp->contr->ns) 1029 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1030 tmp->contr->ns->floorbox_update ();
1063 } 1031 }
1064 1032
1065 /* See if player moving off should effect something */ 1033 /* See if object moving off should effect something */
1066 if (check_walk_off 1034 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1035 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1037 {
1070 move_apply (tmp, this, 0); 1038 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1040 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1041 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1042 }
1075 1043
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1046 if (tmp->above == tmp)
1079 tmp->above = 0; 1047 tmp->above = 0;
1080 1048
1081 last = tmp; 1049 last = tmp;
1082 } 1050 }
1083 1051
1084 /* last == NULL of there are no objects on this space */ 1052 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1054 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1055 map->at (x, y).flags_ = 0;
1087 else 1056 else
1088 update_object (last, UP_OBJ_REMOVE); 1057 update_object (last, UP_OBJ_REMOVE);
1089 1058
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1059 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1060 update_all_los (map, x, y);
1128 1097
1129 return 0; 1098 return 0;
1130} 1099}
1131 1100
1132/* 1101/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1103 * job preparing multi-part monsters.
1135 */ 1104 */
1136object * 1105object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1107{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1109 {
1146 tmp->x = x + tmp->arch->clone.x; 1110 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1111 tmp->y = y + tmp->arch->clone.y;
1148 } 1112 }
1149 1113
1172 */ 1136 */
1173object * 1137object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1139{
1176 object *tmp, *top, *floor = NULL; 1140 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1141
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1142 if (QUERY_FLAG (op, FLAG_FREED))
1180 { 1143 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1144 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1145 return NULL;
1183 } 1146 }
1184 1147
1185 if (m == NULL) 1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove ();
1152
1153 if (!m)
1186 { 1154 {
1187 char *dump = dump_object (op); 1155 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1157 free (dump);
1190 return op; 1158 return op;
1203#endif 1171#endif
1204 free (dump); 1172 free (dump);
1205 return op; 1173 return op;
1206 } 1174 }
1207 1175
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; 1176 if (object *more = op->more)
1221 1177 {
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) 1178 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1179 {
1239 if (!op->head) 1180 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1182
1242 return 0; 1183 return 0;
1247 1188
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1189 /* 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 1190 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1191 * need extra work
1251 */ 1192 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1193 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1194 return 0;
1254 y = op->y; 1195
1196 op->map = m;
1197 mapspace &ms = op->ms ();
1255 1198
1256 /* this has to be done after we translate the coordinates. 1199 /* this has to be done after we translate the coordinates.
1257 */ 1200 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1201 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1202 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1203 if (object::can_merge (op, tmp))
1261 { 1204 {
1262 op->nrof += tmp->nrof; 1205 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1206 tmp->destroy ();
1264 } 1207 }
1281 op->below = originator->below; 1224 op->below = originator->below;
1282 1225
1283 if (op->below) 1226 if (op->below)
1284 op->below->above = op; 1227 op->below->above = op;
1285 else 1228 else
1286 op->ms ().bot = op; 1229 ms.bot = op;
1287 1230
1288 /* since *below* originator, no need to update top */ 1231 /* since *below* originator, no need to update top */
1289 originator->below = op; 1232 originator->below = op;
1290 } 1233 }
1291 else 1234 else
1292 { 1235 {
1236 top = ms.bot;
1237
1293 /* If there are other objects, then */ 1238 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1239 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1240 {
1296 object *last = NULL; 1241 object *last = 0;
1297 1242
1298 /* 1243 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1244 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1245 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1246 * 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 1250 * 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 1251 * 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 1252 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1253 * that flying non pickable objects are spell objects.
1309 */ 1254 */
1310 1255 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1256 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1258 floor = top;
1315 1259
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1260 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; 1263 top = top->below;
1320 break; 1264 break;
1321 } 1265 }
1322 1266
1323 last = top; 1267 last = top;
1324 top = top->above;
1325 } 1268 }
1326 1269
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1270 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1271 top = last;
1329 1272
1336 * Unless those objects are exits, type 66 1279 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing 1280 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1281 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1282 * stacking is a bit odd.
1340 */ 1283 */
1341 if (!(flag & INS_ON_TOP) && 1284 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)) 1285 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility))
1343 { 1287 {
1344 for (last = top; last != floor; last = last->below) 1288 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1290 break;
1291
1347 /* Check to see if we found the object that blocks view, 1292 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1293 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1294 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1295 * set top to the object below us.
1351 */ 1296 */
1353 top = last->below; 1298 top = last->below;
1354 } 1299 }
1355 } /* If objects on this space */ 1300 } /* If objects on this space */
1356 1301
1357 if (flag & INS_MAP_LOAD) 1302 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1303 top = ms.top;
1359 1304
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1305 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1306 top = floor;
1362 1307
1363 /* Top is the object that our object (op) is going to get inserted above. 1308 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1309 */
1365 1310
1366 /* First object on this space */ 1311 /* First object on this space */
1367 if (!top) 1312 if (!top)
1368 { 1313 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1314 op->above = ms.bot;
1370 1315
1371 if (op->above) 1316 if (op->above)
1372 op->above->below = op; 1317 op->above->below = op;
1373 1318
1374 op->below = NULL; 1319 op->below = 0;
1375 op->ms ().bot = op; 1320 ms.bot = op;
1376 } 1321 }
1377 else 1322 else
1378 { /* get inserted into the stack above top */ 1323 { /* get inserted into the stack above top */
1379 op->above = top->above; 1324 op->above = top->above;
1380 1325
1383 1328
1384 op->below = top; 1329 op->below = top;
1385 top->above = op; 1330 top->above = op;
1386 } 1331 }
1387 1332
1388 if (op->above == NULL) 1333 if (!op->above)
1389 op->ms ().top = op; 1334 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1335 } /* else not INS_BELOW_ORIGINATOR */
1391 1336
1392 if (op->type == PLAYER) 1337 if (op->type == PLAYER)
1338 {
1393 op->contr->do_los = 1; 1339 op->contr->do_los = 1;
1340 ++op->map->players;
1341 op->map->touch ();
1342 }
1343
1344 op->map->dirty = true;
1394 1345
1395 /* If we have a floor, we know the player, if any, will be above 1346 /* 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. 1347 * it, so save a few ticks and start from there.
1397 */ 1348 */
1398 if (!(flag & INS_MAP_LOAD)) 1349 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1350 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1351 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1352 pl->contr->ns->floorbox_update ();
1402 1353
1403 /* If this object glows, it may affect lighting conditions that are 1354 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1355 * 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 1356 * 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 1357 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1358 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1359 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1360 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1361 * of effect may be sufficient.
1411 */ 1362 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1363 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1364 update_all_los (op->map, op->x, op->y);
1414 1365
1452{ 1403{
1453 object *tmp, *tmp1; 1404 object *tmp, *tmp1;
1454 1405
1455 /* first search for itself and remove any old instances */ 1406 /* first search for itself and remove any old instances */
1456 1407
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1410 tmp->destroy ();
1460 1411
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1412 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1413
1463 tmp1->x = op->x; 1414 tmp1->x = op->x;
1464 tmp1->y = op->y; 1415 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1416 insert_ob_in_map (tmp1, op->map, op, 0);
1417}
1418
1419object *
1420object::insert_at (object *where, object *originator, int flags)
1421{
1422 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1423}
1467 1424
1468/* 1425/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1426 * 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 1427 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1428 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1429 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1430 * global static errmsg array.
1474 */ 1431 */
1475
1476object * 1432object *
1477get_split_ob (object *orig_ob, uint32 nr) 1433get_split_ob (object *orig_ob, uint32 nr)
1478{ 1434{
1479 object *newob; 1435 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1436 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1744 * 1700 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1701 * 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 1702 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1703 * on top.
1748 */ 1704 */
1749
1750int 1705int
1751check_move_on (object *op, object *originator) 1706check_move_on (object *op, object *originator)
1752{ 1707{
1753 object *tmp; 1708 object *tmp;
1754 maptile *m = op->map; 1709 maptile *m = op->map;
1781 1736
1782 /* The objects have to be checked from top to bottom. 1737 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1738 * Hence, we first go to the top:
1784 */ 1739 */
1785 1740
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1742 {
1788 /* Trim the search when we find the first other spell effect 1743 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1744 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1745 * we don't need to check all of them.
1791 */ 1746 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1764 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)) 1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1766 {
1812 1767
1813 float 1768 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1770
1816 if (op->type == PLAYER) 1771 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 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))) 1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1774 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1850 */ 1805 */
1851object * 1806object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1808{
1854 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
1855 { 1810 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1812 return NULL;
1858 } 1813 }
1859 1814
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1816 if (tmp->arch == at)
1862 return tmp; 1817 return tmp;
1863 1818
1864 return NULL; 1819 return NULL;
1865} 1820}
1876 { 1831 {
1877 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1833 return NULL;
1879 } 1834 }
1880 1835
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1837 if (tmp->type == type)
1883 return tmp; 1838 return tmp;
1884 1839
1885 return NULL; 1840 return NULL;
1886} 1841}
2026 } 1981 }
2027 1982
2028 if (!index) 1983 if (!index)
2029 return -1; 1984 return -1;
2030 1985
2031 return altern[RANDOM () % index]; 1986 return altern [rndm (index)];
2032} 1987}
2033 1988
2034/* 1989/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 1990 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 1991 * find_free_spot(), but it will search max number of squares.
2057{ 2012{
2058 arr += begin; 2013 arr += begin;
2059 end -= begin; 2014 end -= begin;
2060 2015
2061 while (--end) 2016 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2017 swap (arr [end], arr [rndm (end + 1)]);
2063} 2018}
2064 2019
2065/* new function to make monster searching more efficient, and effective! 2020/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2021 * 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 2022 * the spaces to find monsters. In this way, it won't always look for
2201 2156
2202 return 3; 2157 return 3;
2203} 2158}
2204 2159
2205/* 2160/*
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 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2163 */
2227
2228int 2164int
2229dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2230{ 2166{
2231 int d; 2167 int d;
2232 2168
2611 } 2547 }
2612 else 2548 else
2613 item = item->env; 2549 item = item->env;
2614} 2550}
2615 2551
2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2616// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2617const char * 2582const char *
2618object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2619{ 2584{
2585 char flagdesc[512];
2620 char info2[256 * 3]; 2586 char info2[256 * 4];
2621 char *p = info; 2587 char *p = info;
2622 2588
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2590 count, uuid.seq,
2625 &name, 2591 &name,
2626 title ? " " : "", 2592 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2628 2595
2629 if (env) 2596 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2598
2632 if (map) 2599 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2601
2635 return info; 2602 return info;
2636} 2603}
2637 2604
2638const char * 2605const char *
2639object::debug_desc () const 2606object::debug_desc () const
2640{ 2607{
2641 static char info[256 * 3]; 2608 static char info[256 * 4];
2642 return debug_desc (info); 2609 return debug_desc (info);
2643} 2610}
2644 2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617}
2618
2619struct region *
2620object::region () const
2621{
2622 return map ? map->region (x, y)
2623 : region::default_region ();
2624}
2625
2626const materialtype_t *
2627object::dominant_material () const
2628{
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (object *old_container = container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0;
2658
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 }
2662
2663 if (new_container)
2664 {
2665 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2666 return;
2667
2668 // TODO: this does not seem to serve any purpose anymore?
2669#if 0
2670 // insert the "Close Container" object.
2671 if (archetype *closer = new_container->other_arch)
2672 {
2673 object *closer = arch_to_object (new_container->other_arch);
2674 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2675 new_container->insert (closer);
2676 }
2677#endif
2678
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2680
2681 new_container->flag [FLAG_APPLIED] = 1;
2682 container = new_container;
2683
2684 esrv_update_item (UPD_FLAGS, this, new_container);
2685 esrv_send_inventory (this, new_container);
2686 }
2687}
2688
2689

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