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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.149 by root, Mon May 14 19:56:45 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,
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, 1); 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
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
455/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 508 * refcounts and freeing the links.
457 */ 509 */
458static void 510static void
459free_key_values (object *op) 511free_key_values (object *op)
460{ 512{
461 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
462 { 514 {
463 key_value *next = i->next; 515 key_value *next = i->next;
464 delete i; 516 delete i;
465 517
466 i = next; 518 i = next;
467 } 519 }
468 520
469 op->key_values = 0; 521 op->key_values = 0;
470} 522}
471 523
472/* 524object &
473 * copy_to first frees everything allocated by the dst object, 525object::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{ 526{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 527 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 528 bool is_removed = flag [FLAG_REMOVED];
485 529
486 *(object_copy *)dst = *this; 530 *(object_copy *)this = src;
487 531
488 if (is_freed) 532 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 533 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;
496 534
497 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
498 if (key_values) 536 if (src.key_values)
499 { 537 {
500 key_value *tail = 0; 538 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 539 key_values = 0;
504 540
505 for (i = key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
506 { 542 {
507 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
508 544
509 new_link->next = 0; 545 new_link->next = 0;
510 new_link->key = i->key; 546 new_link->key = i->key;
511 new_link->value = i->value; 547 new_link->value = i->value;
512 548
513 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
514 if (!dst->key_values) 550 if (!key_values)
515 { 551 {
516 dst->key_values = new_link; 552 key_values = new_link;
517 tail = new_link; 553 tail = new_link;
518 } 554 }
519 else 555 else
520 { 556 {
521 tail->next = new_link; 557 tail->next = new_link;
522 tail = new_link; 558 tail = new_link;
523 } 559 }
524 } 560 }
525 } 561 }
562}
526 563
527 update_ob_speed (dst); 564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
528} 600}
529 601
530object * 602object *
531object::clone () 603object::clone ()
532{ 604{
538/* 610/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * 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 612 * 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. 613 * be called to update the face variable, _and_ how it looks on the map.
542 */ 614 */
543
544void 615void
545update_turn_face (object *op) 616update_turn_face (object *op)
546{ 617{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 619 return;
620
549 SET_ANIMATION (op, op->direction); 621 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
551} 623}
552 624
553/* 625/*
554 * Updates the speed of an object. If the speed changes from 0 to another 626 * 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. 627 * 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. 628 * This function needs to be called whenever the speed of an object changes.
557 */ 629 */
558void 630void
559update_ob_speed (object *op) 631object::set_speed (float speed)
560{ 632{
561 extern int arch_init; 633 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 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 634 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 636 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 637 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 638
581 /* process_events() expects us to insert the object at the beginning 639 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 640
585 if (op->active_next != NULL) 641 if (has_active_speed ())
586 op->active_next->active_prev = op; 642 activate ();
587
588 active_objects = op;
589 }
590 else 643 else
591 { 644 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 645}
646 646
647/* 647/*
648 * update_object() updates the the map. 648 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
663 */ 663 */
664void 664void
665update_object (object *op, int action) 665update_object (object *op, int action)
666{ 666{
667 MoveType move_on, move_off, move_block, move_slow;
668
669 if (op == NULL) 667 if (op == NULL)
670 { 668 {
671 /* this should never happen */ 669 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
673 return; 671 return;
697 return; 695 return;
698 } 696 }
699 697
700 mapspace &m = op->ms (); 698 mapspace &m = op->ms ();
701 699
702 if (m.flags_ & P_NEED_UPDATE) 700 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 701 /* nop */;
704 else if (action == UP_OBJ_INSERT) 702 else if (action == UP_OBJ_INSERT)
705 { 703 {
706 // this is likely overkill, TODO: revisit (schmorp) 704 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* This isn't perfect, but I don't expect a lot of objects to 714 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 715 * to have move_allow right now.
718 */ 716 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 719 m.flags_ = 0;
722 } 720 }
723 /* if the object is being removed, we can't make intelligent 721 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 722 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 723 * that is being removed.
726 */ 724 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 726 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 727 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 728 /* Nothing to do for that case */ ;
731 else 729 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 730 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 731
734 if (op->more) 732 if (op->more)
735 update_object (op->more, action); 733 update_object (op->more, action);
736} 734}
737 735
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 736object::object ()
742{ 737{
743 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
744 739
745 expmul = 1.0; 740 expmul = 1.0;
746 face = blank_face; 741 face = blank_face;
747} 742}
748 743
749object::~object () 744object::~object ()
750{ 745{
746 unlink ();
747
751 free_key_values (this); 748 free_key_values (this);
752} 749}
753 750
751static int object_count;
752
754void object::link () 753void object::link ()
755{ 754{
756 count = ++ob_count; 755 assert (!index);//D
757 uuid = gen_uuid (); 756 uuid = gen_uuid ();
757 count = ++object_count;
758 758
759 prev = 0; 759 refcnt_inc ();
760 next = object::first; 760 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 761}
767 762
768void object::unlink () 763void object::unlink ()
769{ 764{
770 if (this == object::first) 765 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op; 766 return;
786}
787 767
788/* 768 objects.erase (this);
789 * free_object() frees everything allocated by an object, removes 769 refcnt_dec ();
790 * it from the list of used objects, and puts it on the list of 770}
791 * free objects. The IS_FREED() flag is set in the object. 771
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 772void
799object::do_destroy () 773object::activate ()
800{ 774{
801 attachable::do_destroy (); 775 /* If already on active list, don't do anything */
802 776 if (active)
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 777 return;
814 778
815 flag [FLAG_FREED] = 1; 779 if (has_active_speed ())
780 actives.insert (this);
781}
816 782
817 // hack to ensure that freed objects still have a valid map 783void
818 { 784object::activate_recursive ()
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 785{
786 activate ();
820 787
821 if (!freed_map) 788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790}
791
792/* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800void
801object::deactivate ()
802{
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808}
809
810void
811object::deactivate_recursive ()
812{
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817}
818
819void
820object::set_flag_inv (int flag, int value)
821{
822 for (object *op = inv; op; op = op->below)
822 { 823 {
823 freed_map = new maptile; 824 op->flag [flag] = value;
824 825 op->set_flag_inv (flag, value);
825 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 826 }
831
832 map = freed_map;
833 x = 1;
834 y = 1;
835 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 827}
855 828
856/* 829/*
857 * Remove and free all objects in the inventory of the given object. 830 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 831 * object.c ?
859 */ 832 */
860void 833void
861object::destroy_inv (bool drop_to_ground) 834object::destroy_inv (bool drop_to_ground)
862{ 835{
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
863 if (!inv) 841 if (!inv)
864 return; 842 return;
865 843
866 /* Only if the space blocks everything do we not process - 844 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 845 * if some form of movement is allowed, let objects
868 * drop on that space. 846 * drop on that space.
869 */ 847 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
871 { 853 {
872 while (inv) 854 while (inv)
873 { 855 {
874 inv->destroy_inv (drop_to_ground); 856 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 857 inv->destroy ();
883 865
884 if (op->flag [FLAG_STARTEQUIP] 866 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 867 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 868 || op->type == RUNE
887 || op->type == TRAP 869 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 872 op->destroy ();
890 else 873 else
891 { 874 map->insert (op, x, y);
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 } 875 }
898 } 876 }
877}
878
879object *object::create ()
880{
881 object *op = new object;
882 op->link ();
883 return op;
884}
885
886void
887object::do_destroy ()
888{
889 attachable::do_destroy ();
890
891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
895 remove_friendly_object (this);
896
897 if (!flag [FLAG_REMOVED])
898 remove ();
899
900 destroy_inv (true);
901
902 deactivate ();
903 unlink ();
904
905 flag [FLAG_FREED] = 1;
906
907 // hack to ensure that freed objects still have a valid map
908 {
909 static maptile *freed_map; // freed objects are moved here to avoid crashes
910
911 if (!freed_map)
912 {
913 freed_map = new maptile;
914
915 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3;
917 freed_map->height = 3;
918
919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
921 }
922
923 map = freed_map;
924 x = 1;
925 y = 1;
926 }
927
928 head = 0;
929
930 if (more)
931 {
932 more->destroy ();
933 more = 0;
934 }
935
936 // clear those pointers that likely might have circular references to us
937 owner = 0;
938 enemy = 0;
939 attacked_by = 0;
899} 940}
900 941
901void 942void
902object::destroy (bool destroy_inventory) 943object::destroy (bool destroy_inventory)
903{ 944{
904 if (destroyed ()) 945 if (destroyed ())
905 return; 946 return;
906 947
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 948 if (destroy_inventory)
915 destroy_inv (true); 949 destroy_inv (false);
916 950
917 attachable::destroy (); 951 attachable::destroy ();
918} 952}
919 953
920/* 954/*
938 * This function removes the object op from the linked list of objects 972 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 973 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
942 * the previous environment. 976 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 977 */
945void 978void
946object::remove () 979object::do_remove ()
947{ 980{
948 object *tmp, *last = 0; 981 object *tmp, *last = 0;
949 object *otmp; 982 object *otmp;
950 983
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
973 * to save cpu time. 1006 * to save cpu time.
974 */ 1007 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 1009 otmp->update_stats ();
977 1010
978 if (above != NULL) 1011 if (above)
979 above->below = below; 1012 above->below = below;
980 else 1013 else
981 env->inv = below; 1014 env->inv = below;
982 1015
983 if (below != NULL) 1016 if (below)
984 below->above = above; 1017 below->above = above;
985 1018
986 /* we set up values so that it could be inserted into 1019 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 1020 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 1021 * to the caller to decide what we want to do.
992 above = 0, below = 0; 1025 above = 0, below = 0;
993 env = 0; 1026 env = 0;
994 } 1027 }
995 else if (map) 1028 else if (map)
996 { 1029 {
997 /* Re did the following section of code - it looks like it had 1030 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 1031 {
1032 // leaving a spot always closes any open container on the ground
1033 if (container && !container->env)
1034 // this causes spurious floorbox updates, but it ensures
1035 // that the CLOSE event is being sent.
1036 close_container ();
1037
1038 --map->players;
1039 map->touch ();
1040 }
1041
1042 map->dirty = true;
1043 mapspace &ms = this->ms ();
1000 1044
1001 /* link the object above us */ 1045 /* link the object above us */
1002 if (above) 1046 if (above)
1003 above->below = below; 1047 above->below = below;
1004 else 1048 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
1006 1050
1007 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
1008 if (below) 1052 if (below)
1009 below->above = above; 1053 below->above = above;
1010 else 1054 else
1012 /* Nothing below, which means we need to relink map object for this space 1056 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is 1057 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1058 * evident
1015 */ 1059 */
1016 if (GET_MAP_OB (map, x, y) != this) 1060 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "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); 1061 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 ());
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026 1062
1027 map->at (x, y).bot = above; /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
1028 } 1064 }
1029 1065
1030 above = 0; 1066 above = 0;
1031 below = 0; 1067 below = 0;
1032 1068
1033 if (map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
1034 return; 1070 return;
1035 1071
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1073
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1075 {
1040 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1041 * being removed. 1077 * being removed.
1042 */ 1078 */
1043 1079
1055 1091
1056 if (tmp->contr->ns) 1092 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1093 tmp->contr->ns->floorbox_update ();
1058 } 1094 }
1059 1095
1060 /* See if player moving off should effect something */ 1096 /* See if object moving off should effect something */
1061 if (check_walk_off 1097 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1098 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1100 {
1065 move_apply (tmp, this, 0); 1101 move_apply (tmp, this, 0);
1067 if (destroyed ()) 1103 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1105 }
1070 1106
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072 1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1073 if (tmp->above == tmp) 1109 if (tmp->above == tmp)
1074 tmp->above = 0; 1110 tmp->above = 0;
1075 1111
1076 last = tmp; 1112 last = tmp;
1077 } 1113 }
1078 1114
1079 /* last == NULL of there are no objects on this space */ 1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1117 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1118 map->at (x, y).flags_ = 0;
1082 else 1119 else
1083 update_object (last, UP_OBJ_REMOVE); 1120 update_object (last, UP_OBJ_REMOVE);
1084 1121
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1123 update_all_los (map, x, y);
1122 } 1159 }
1123 1160
1124 return 0; 1161 return 0;
1125} 1162}
1126 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1127/* 1187/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1130 */ 1190 */
1131object * 1191object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1193{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1195 {
1141 tmp->x = x + tmp->arch->clone.x; 1196 tmp->x = x + tmp->arch->clone.x;
1142 tmp->y = y + tmp->arch->clone.y; 1197 tmp->y = y + tmp->arch->clone.y;
1143 } 1198 }
1144 1199
1166 * just 'op' otherwise 1221 * just 'op' otherwise
1167 */ 1222 */
1168object * 1223object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1171 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1172 sint16 x, y;
1173 1229
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179 1231
1180 if (m == NULL) 1232#if 0
1181 { 1233 if (!m->active != !op->active)
1182 char *dump = dump_object (op); 1234 if (m->active)
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1235 op->activate_recursive ();
1184 free (dump); 1236 else
1185 return op; 1237 op->deactivate_recursive ();
1186 } 1238#endif
1187 1239
1188 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1189 { 1241 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1192#ifdef MANY_CORES 1243#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object 1244 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting 1245 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted. 1246 * improperly inserted.
1196 */ 1247 */
1197 abort (); 1248 abort ();
1198#endif 1249#endif
1199 free (dump);
1200 return op; 1250 return op;
1201 } 1251 }
1202 1252
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more; 1253 if (object *more = op->more)
1216 1254 {
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1233 { 1256 {
1234 if (!op->head) 1257 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236 1259
1237 return 0; 1260 return 0;
1242 1265
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1268 * need extra work
1246 */ 1269 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1271 return 0;
1249 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1250 1275
1251 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1252 */ 1277 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1280 if (object::can_merge (op, tmp))
1256 { 1281 {
1257 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1283 tmp->destroy ();
1259 } 1284 }
1276 op->below = originator->below; 1301 op->below = originator->below;
1277 1302
1278 if (op->below) 1303 if (op->below)
1279 op->below->above = op; 1304 op->below->above = op;
1280 else 1305 else
1281 op->ms ().bot = op; 1306 ms.bot = op;
1282 1307
1283 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1284 originator->below = op; 1309 originator->below = op;
1285 } 1310 }
1286 else 1311 else
1287 { 1312 {
1313 top = ms.bot;
1314
1288 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1290 { 1317 {
1291 object *last = NULL; 1318 object *last = 0;
1292 1319
1293 /* 1320 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1322 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1323 * Generally, we want to put the new object on top. But if
1300 * once we get to them. This reduces the need to traverse over all of 1327 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1328 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1329 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1304 */ 1331 */
1305 1332 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1333 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1335 floor = top;
1310 1336
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 top = top->below; 1340 top = top->below;
1315 break; 1341 break;
1316 } 1342 }
1317 1343
1318 last = top; 1344 last = top;
1319 top = top->above;
1320 } 1345 }
1321 1346
1322 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last; 1348 top = last;
1324 1349
1326 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1328 */ 1353 */
1329 1354
1330 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1359 * stacking is a bit odd.
1335 */ 1360 */
1336 if (!(flag & INS_ON_TOP) && 1361 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1338 { 1364 {
1339 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1367 break;
1368
1342 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1372 * set top to the object below us.
1346 */ 1373 */
1348 top = last->below; 1375 top = last->below;
1349 } 1376 }
1350 } /* If objects on this space */ 1377 } /* If objects on this space */
1351 1378
1352 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1354 1381
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1383 top = floor;
1357 1384
1358 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1359 */ 1386 */
1360 1387
1361 /* First object on this space */ 1388 /* First object on this space */
1362 if (!top) 1389 if (!top)
1363 { 1390 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1365 1392
1366 if (op->above) 1393 if (op->above)
1367 op->above->below = op; 1394 op->above->below = op;
1368 1395
1369 op->below = NULL; 1396 op->below = 0;
1370 op->ms ().bot = op; 1397 ms.bot = op;
1371 } 1398 }
1372 else 1399 else
1373 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1374 op->above = top->above; 1401 op->above = top->above;
1375 1402
1378 1405
1379 op->below = top; 1406 op->below = top;
1380 top->above = op; 1407 top->above = op;
1381 } 1408 }
1382 1409
1383 if (op->above == NULL) 1410 if (!op->above)
1384 op->ms ().top = op; 1411 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1386 1413
1387 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1388 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1389 1422
1390 /* If we have a floor, we know the player, if any, will be above 1423 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1424 * it, so save a few ticks and start from there.
1392 */ 1425 */
1393 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1427 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1428 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1429 pl->contr->ns->floorbox_update ();
1397 1430
1398 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1433 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1434 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1438 * of effect may be sufficient.
1406 */ 1439 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1409 1442
1447{ 1480{
1448 object *tmp, *tmp1; 1481 object *tmp, *tmp1;
1449 1482
1450 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1451 1484
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1487 tmp->destroy ();
1455 1488
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1489 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1490
1458 tmp1->x = op->x; 1491 tmp1->x = op->x;
1459 tmp1->y = op->y; 1492 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494}
1495
1496object *
1497object::insert_at (object *where, object *originator, int flags)
1498{
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1461} 1500}
1462 1501
1463/* 1502/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains 1504 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1505 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1506 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1507 * global static errmsg array.
1469 */ 1508 */
1470
1471object * 1509object *
1472get_split_ob (object *orig_ob, uint32 nr) 1510get_split_ob (object *orig_ob, uint32 nr)
1473{ 1511{
1474 object *newob; 1512 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 * the amount of an object. If the amount reaches 0, the object 1544 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1508 * 1546 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1548 */
1511
1512object * 1549object *
1513decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1514{ 1551{
1515 object *tmp; 1552 object *tmp;
1516 1553
1591 1628
1592/* 1629/*
1593 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1595 */ 1632 */
1596
1597void 1633void
1598add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1599{ 1635{
1600 while (op != NULL) 1636 while (op != NULL)
1601 { 1637 {
1633 * inside the object environment. 1669 * inside the object environment.
1634 * 1670 *
1635 * The function returns now pointer to inserted item, and return value can 1671 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1672 * be != op, if items are merged. -Tero
1637 */ 1673 */
1638
1639object * 1674object *
1640object::insert (object *op) 1675object::insert (object *op)
1641{ 1676{
1642 object *tmp, *otmp; 1677 object *tmp, *otmp;
1643 1678
1739 * 1774 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1777 * on top.
1743 */ 1778 */
1744
1745int 1779int
1746check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator)
1747{ 1781{
1748 object *tmp; 1782 object *tmp;
1749 maptile *m = op->map; 1783 maptile *m = op->map;
1776 1810
1777 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1779 */ 1813 */
1780 1814
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1816 {
1783 /* Trim the search when we find the first other spell effect 1817 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1818 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1819 * we don't need to check all of them.
1786 */ 1820 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1840 {
1807 1841
1808 float 1842 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1844
1811 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1848 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1845 */ 1879 */
1846object * 1880object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1882{
1849 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
1850 { 1884 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1886 return NULL;
1853 } 1887 }
1854 1888
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1890 if (tmp->arch == at)
1857 return tmp; 1891 return tmp;
1858 1892
1859 return NULL; 1893 return NULL;
1860} 1894}
1871 { 1905 {
1872 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1907 return NULL;
1874 } 1908 }
1875 1909
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1911 if (tmp->type == type)
1878 return tmp; 1912 return tmp;
1879 1913
1880 return NULL; 1914 return NULL;
1881} 1915}
2021 } 2055 }
2022 2056
2023 if (!index) 2057 if (!index)
2024 return -1; 2058 return -1;
2025 2059
2026 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2027} 2061}
2028 2062
2029/* 2063/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2052{ 2086{
2053 arr += begin; 2087 arr += begin;
2054 end -= begin; 2088 end -= begin;
2055 2089
2056 while (--end) 2090 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2058} 2092}
2059 2093
2060/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2196 2230
2197 return 3; 2231 return 3;
2198} 2232}
2199 2233
2200/* 2234/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2237 */
2222
2223int 2238int
2224dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2225{ 2240{
2226 int d; 2241 int d;
2227 2242
2393 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2394 2409
2395 return dst; 2410 return dst;
2396} 2411}
2397 2412
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2414 * has the same type and subtype match.
2438 * returns NULL if no match. 2415 * returns NULL if no match.
2439 */ 2416 */
2440object * 2417object *
2493 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2494 return link->value; 2471 return link->value;
2495 2472
2496 return 0; 2473 return 0;
2497} 2474}
2498
2499 2475
2500/* 2476/*
2501 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2502 * 2478 *
2503 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2606 } 2582 }
2607 else 2583 else
2608 item = item->env; 2584 item = item->env;
2609} 2585}
2610 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2611// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2612const char * 2617const char *
2613object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2614{ 2619{
2620 char flagdesc[512];
2615 char info2[256 * 3]; 2621 char info2[256 * 4];
2616 char *p = info; 2622 char *p = info;
2617 2623
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, 2625 count, uuid.seq,
2620 &name, 2626 &name,
2621 title ? " " : "", 2627 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2623 2630
2624 if (env) 2631 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2633
2627 if (map) 2634 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2636
2630 return info; 2637 return info;
2631} 2638}
2632 2639
2633const char * 2640const char *
2634object::debug_desc () const 2641object::debug_desc () const
2635{ 2642{
2636 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2637 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2638} 2647}
2639 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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