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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.137 by root, Mon Apr 16 06:23:40 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,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 1); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
456 * refcounts and freeing the links. 454 * refcounts and freeing the links.
457 */ 455 */
458static void 456static void
459free_key_values (object *op) 457free_key_values (object *op)
460{ 458{
461 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
462 { 460 {
463 key_value *next = i->next; 461 key_value *next = i->next;
464 delete i; 462 delete i;
465 463
466 i = next; 464 i = next;
467 } 465 }
468 466
469 op->key_values = 0; 467 op->key_values = 0;
470} 468}
471 469
472/* 470object &
473 * copy_to first frees everything allocated by the dst object, 471object::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{ 472{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 473 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 474 bool is_removed = flag [FLAG_REMOVED];
485 475
486 *(object_copy *)dst = *this; 476 *(object_copy *)this = src;
487 477
488 if (is_freed) 478 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 479 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;
496 480
497 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
498 if (key_values) 482 if (src.key_values)
499 { 483 {
500 key_value *tail = 0; 484 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 485 key_values = 0;
504 486
505 for (i = key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
506 { 488 {
507 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
508 490
509 new_link->next = 0; 491 new_link->next = 0;
510 new_link->key = i->key; 492 new_link->key = i->key;
511 new_link->value = i->value; 493 new_link->value = i->value;
512 494
513 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
514 if (!dst->key_values) 496 if (!key_values)
515 { 497 {
516 dst->key_values = new_link; 498 key_values = new_link;
517 tail = new_link; 499 tail = new_link;
518 } 500 }
519 else 501 else
520 { 502 {
521 tail->next = new_link; 503 tail->next = new_link;
522 tail = new_link; 504 tail = new_link;
523 } 505 }
524 } 506 }
525 } 507 }
508}
509
510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
526 525
527 dst->set_speed (dst->speed); 526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
528} 545}
529 546
530object * 547object *
531object::clone () 548object::clone ()
532{ 549{
538/* 555/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 556 * 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 557 * 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. 558 * be called to update the face variable, _and_ how it looks on the map.
542 */ 559 */
543
544void 560void
545update_turn_face (object *op) 561update_turn_face (object *op)
546{ 562{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 563 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 564 return;
565
549 SET_ANIMATION (op, op->direction); 566 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 567 update_object (op, UP_OBJ_FACE);
551} 568}
552 569
553/* 570/*
556 * This function needs to be called whenever the speed of an object changes. 573 * This function needs to be called whenever the speed of an object changes.
557 */ 574 */
558void 575void
559object::set_speed (float speed) 576object::set_speed (float speed)
560{ 577{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 578 if (flag [FLAG_FREED] && speed)
567 { 579 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 581 speed = 0;
570 } 582 }
571 583
572 this->speed = speed; 584 this->speed = speed;
573 585
574 if (arch_init) 586 if (has_active_speed ())
575 return; 587 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 588 else
593 { 589 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 590}
648 591
649/* 592/*
650 * update_object() updates the the map. 593 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
665 */ 608 */
666void 609void
667update_object (object *op, int action) 610update_object (object *op, int action)
668{ 611{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 612 if (op == NULL)
672 { 613 {
673 /* this should never happen */ 614 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 616 return;
699 return; 640 return;
700 } 641 }
701 642
702 mapspace &m = op->ms (); 643 mapspace &m = op->ms ();
703 644
704 if (m.flags_ & P_NEED_UPDATE) 645 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 646 /* nop */;
706 else if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
707 { 648 {
708 // this is likely overkill, TODO: revisit (schmorp) 649 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 659 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 660 * to have move_allow right now.
720 */ 661 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 662 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 664 m.flags_ = 0;
724 } 665 }
725 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 668 * that is being removed.
728 */ 669 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 671 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
733 else 674 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 676
736 if (op->more) 677 if (op->more)
737 update_object (op->more, action); 678 update_object (op->more, action);
738} 679}
739 680
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 681object::object ()
744{ 682{
745 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
746 684
747 expmul = 1.0; 685 expmul = 1.0;
748 face = blank_face; 686 face = blank_face;
749} 687}
750 688
751object::~object () 689object::~object ()
752{ 690{
691 unlink ();
692
753 free_key_values (this); 693 free_key_values (this);
754} 694}
755 695
696static int object_count;
697
756void object::link () 698void object::link ()
757{ 699{
758 count = ++ob_count; 700 assert (!index);//D
759 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
760 703
761 prev = 0; 704 refcnt_inc ();
762 next = object::first; 705 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 706}
769 707
770void object::unlink () 708void object::unlink ()
771{ 709{
772 if (this == object::first) 710 if (!index)
773 object::first = next; 711 return;
774 712
775 /* Remove this object from the list of used objects */ 713 objects.erase (this);
776 if (prev) prev->next = next; 714 refcnt_dec ();
777 if (next) next->prev = prev; 715}
778 716
779 prev = 0; 717void
780 next = 0; 718object::activate ()
719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
724 if (has_active_speed ())
725 actives.insert (this);
726}
727
728void
729object::activate_recursive ()
730{
731 activate ();
732
733 for (object *op = inv; op; op = op->below)
734 op->activate_recursive ();
735}
736
737/* This function removes object 'op' from the list of active
738 * objects.
739 * This should only be used for style maps or other such
740 * reference maps where you don't want an object that isn't
741 * in play chewing up cpu time getting processed.
742 * The reverse of this is to call update_ob_speed, which
743 * will do the right thing based on the speed of the object.
744 */
745void
746object::deactivate ()
747{
748 /* If not on the active list, nothing needs to be done */
749 if (!active)
750 return;
751
752 actives.erase (this);
753}
754
755void
756object::deactivate_recursive ()
757{
758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
761 deactivate ();
762}
763
764void
765object::set_flag_inv (int flag, int value)
766{
767 for (object *op = inv; op; op = op->below)
768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
772}
773
774/*
775 * Remove and free all objects in the inventory of the given object.
776 * object.c ?
777 */
778void
779object::destroy_inv (bool drop_to_ground)
780{
781 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory,
785 // cf will crash below with off-map x and y
786 if (!inv)
787 return;
788
789 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects
791 * drop on that space.
792 */
793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy ();
818 else
819 map->insert (op, x, y);
820 }
821 }
781} 822}
782 823
783object *object::create () 824object *object::create ()
784{ 825{
785 object *op = new object; 826 object *op = new object;
794 835
795 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this); 837 remove_button_link (this);
797 838
798 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
799 remove_friendly_object (this); 841 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
800 849
801 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
802 remove (); 851 remove ();
803 852
804 if (flag [FLAG_FREED]) 853 destroy_inv (true);
805 return; 854
855 deactivate ();
856 unlink ();
806 857
807 flag [FLAG_FREED] = 1; 858 flag [FLAG_FREED] = 1;
808 859
809 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
810 { 861 {
816 867
817 freed_map->name = "/internal/freed_objects_map"; 868 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3; 869 freed_map->width = 3;
819 freed_map->height = 3; 870 freed_map->height = 3;
820 871
821 freed_map->allocate (); 872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
822 } 874 }
823 875
824 map = freed_map; 876 map = freed_map;
825 x = 1; 877 x = 1;
826 y = 1; 878 y = 1;
827 } 879 }
828 880
829 more = 0;
830 head = 0; 881 head = 0;
831 inv = 0; 882
883 if (more)
884 {
885 more->destroy ();
886 more = 0;
887 }
832 888
833 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
834 owner = 0; 890 owner = 0;
835 enemy = 0; 891 enemy = 0;
836 attacked_by = 0; 892 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890} 893}
891 894
892void 895void
893object::destroy (bool destroy_inventory) 896object::destroy (bool destroy_inventory)
894{ 897{
895 if (destroyed ()) 898 if (destroyed ())
896 return; 899 return;
897 900
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 901 if (destroy_inventory)
906 destroy_inv (true); 902 destroy_inv (false);
907 903
908 attachable::destroy (); 904 attachable::destroy ();
909} 905}
910 906
911/* 907/*
929 * This function removes the object op from the linked list of objects 925 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 926 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
933 * the previous environment. 929 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 930 */
936void 931void
937object::remove () 932object::do_remove ()
938{ 933{
939 object *tmp, *last = 0; 934 object *tmp, *last = 0;
940 object *otmp; 935 object *otmp;
941 936
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 959 * to save cpu time.
965 */ 960 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 961 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 962 otmp->update_stats ();
968 963
969 if (above != NULL) 964 if (above)
970 above->below = below; 965 above->below = below;
971 else 966 else
972 env->inv = below; 967 env->inv = below;
973 968
974 if (below != NULL) 969 if (below)
975 below->above = above; 970 below->above = above;
976 971
977 /* we set up values so that it could be inserted into 972 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 973 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 974 * to the caller to decide what we want to do.
983 above = 0, below = 0; 978 above = 0, below = 0;
984 env = 0; 979 env = 0;
985 } 980 }
986 else if (map) 981 else if (map)
987 { 982 {
988 /* Re did the following section of code - it looks like it had 983 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996 mapspace &ms = this->ms ();
991 997
992 /* link the object above us */ 998 /* link the object above us */
993 if (above) 999 if (above)
994 above->below = below; 1000 above->below = below;
995 else 1001 else
996 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
997 1003
998 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
999 if (below) 1005 if (below)
1000 below->above = above; 1006 below->above = above;
1001 else 1007 else
1003 /* Nothing below, which means we need to relink map object for this space 1009 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
1005 * evident 1011 * evident
1006 */ 1012 */
1007 if (GET_MAP_OB (map, x, y) != this) 1013 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "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); 1014 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 ());
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017 1015
1018 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1019 } 1017 }
1020 1018
1021 above = 0; 1019 above = 0;
1022 below = 0; 1020 below = 0;
1023 1021
1024 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1025 return; 1023 return;
1026 1024
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1026
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1028 {
1031 /* No point updating the players look faces if he is the object 1029 /* No point updating the players look faces if he is the object
1032 * being removed. 1030 * being removed.
1033 */ 1031 */
1034 1032
1046 1044
1047 if (tmp->contr->ns) 1045 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1046 tmp->contr->ns->floorbox_update ();
1049 } 1047 }
1050 1048
1051 /* See if player moving off should effect something */ 1049 /* See if object moving off should effect something */
1052 if (check_walk_off 1050 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1051 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1053 {
1056 move_apply (tmp, this, 0); 1054 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1056 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1058 }
1061 1059
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1062 if (tmp->above == tmp)
1065 tmp->above = 0; 1063 tmp->above = 0;
1066 1064
1067 last = tmp; 1065 last = tmp;
1068 } 1066 }
1069 1067
1070 /* last == NULL of there are no objects on this space */ 1068 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1070 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1071 map->at (x, y).flags_ = 0;
1073 else 1072 else
1074 update_object (last, UP_OBJ_REMOVE); 1073 update_object (last, UP_OBJ_REMOVE);
1075 1074
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1076 update_all_los (map, x, y);
1114 1113
1115 return 0; 1114 return 0;
1116} 1115}
1117 1116
1118/* 1117/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1118 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1119 * job preparing multi-part monsters.
1121 */ 1120 */
1122object * 1121object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1122insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1123{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1124 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1125 {
1132 tmp->x = x + tmp->arch->clone.x; 1126 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1127 tmp->y = y + tmp->arch->clone.y;
1134 } 1128 }
1135 1129
1158 */ 1152 */
1159object * 1153object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1154insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1155{
1162 object *tmp, *top, *floor = NULL; 1156 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1157
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1158 if (QUERY_FLAG (op, FLAG_FREED))
1166 { 1159 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1160 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1161 return NULL;
1169 } 1162 }
1170 1163
1171 if (m == NULL) 1164 if (!QUERY_FLAG (op, FLAG_REMOVED))
1165 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1166
1167 op->remove ();
1168
1169 if (!m)
1172 { 1170 {
1173 char *dump = dump_object (op); 1171 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1172 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump); 1173 free (dump);
1176 return op; 1174 return op;
1189#endif 1187#endif
1190 free (dump); 1188 free (dump);
1191 return op; 1189 return op;
1192 } 1190 }
1193 1191
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1192 if (object *more = op->more)
1207 1193 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1194 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1195 {
1225 if (!op->head) 1196 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1197 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1198
1228 return 0; 1199 return 0;
1233 1204
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1205 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1206 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1207 * need extra work
1237 */ 1208 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1209 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1210 return 0;
1240 y = op->y; 1211
1212 op->map = m;
1213 mapspace &ms = op->ms ();
1241 1214
1242 /* this has to be done after we translate the coordinates. 1215 /* this has to be done after we translate the coordinates.
1243 */ 1216 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1217 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1218 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1219 if (object::can_merge (op, tmp))
1247 { 1220 {
1248 op->nrof += tmp->nrof; 1221 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1222 tmp->destroy ();
1250 } 1223 }
1267 op->below = originator->below; 1240 op->below = originator->below;
1268 1241
1269 if (op->below) 1242 if (op->below)
1270 op->below->above = op; 1243 op->below->above = op;
1271 else 1244 else
1272 op->ms ().bot = op; 1245 ms.bot = op;
1273 1246
1274 /* since *below* originator, no need to update top */ 1247 /* since *below* originator, no need to update top */
1275 originator->below = op; 1248 originator->below = op;
1276 } 1249 }
1277 else 1250 else
1278 { 1251 {
1252 top = ms.bot;
1253
1279 /* If there are other objects, then */ 1254 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1255 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1256 {
1282 object *last = NULL; 1257 object *last = 0;
1283 1258
1284 /* 1259 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1260 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1261 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1262 * Generally, we want to put the new object on top. But if
1291 * once we get to them. This reduces the need to traverse over all of 1266 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1267 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1268 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1269 * that flying non pickable objects are spell objects.
1295 */ 1270 */
1296 1271 for (top = ms.bot; top; top = top->above)
1297 while (top != NULL)
1298 { 1272 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1273 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1274 floor = top;
1301 1275
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1276 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1279 top = top->below;
1306 break; 1280 break;
1307 } 1281 }
1308 1282
1309 last = top; 1283 last = top;
1310 top = top->above;
1311 } 1284 }
1312 1285
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1286 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1287 top = last;
1315 1288
1317 * looks like instead of lots of conditions here. 1290 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1291 * makes things faster, and effectively the same result.
1319 */ 1292 */
1320 1293
1321 /* Have object 'fall below' other objects that block view. 1294 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1295 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1296 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1297 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1298 * stacking is a bit odd.
1326 */ 1299 */
1327 if (!(flag & INS_ON_TOP) && 1300 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1301 && ms.flags () & P_BLOCKSVIEW
1302 && (op->face && !faces [op->face].visibility))
1329 { 1303 {
1330 for (last = top; last != floor; last = last->below) 1304 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1305 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1306 break;
1307
1333 /* Check to see if we found the object that blocks view, 1308 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1309 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1310 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1311 * set top to the object below us.
1337 */ 1312 */
1339 top = last->below; 1314 top = last->below;
1340 } 1315 }
1341 } /* If objects on this space */ 1316 } /* If objects on this space */
1342 1317
1343 if (flag & INS_MAP_LOAD) 1318 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1319 top = ms.top;
1345 1320
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1321 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1322 top = floor;
1348 1323
1349 /* Top is the object that our object (op) is going to get inserted above. 1324 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1325 */
1351 1326
1352 /* First object on this space */ 1327 /* First object on this space */
1353 if (!top) 1328 if (!top)
1354 { 1329 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1330 op->above = ms.bot;
1356 1331
1357 if (op->above) 1332 if (op->above)
1358 op->above->below = op; 1333 op->above->below = op;
1359 1334
1360 op->below = NULL; 1335 op->below = 0;
1361 op->ms ().bot = op; 1336 ms.bot = op;
1362 } 1337 }
1363 else 1338 else
1364 { /* get inserted into the stack above top */ 1339 { /* get inserted into the stack above top */
1365 op->above = top->above; 1340 op->above = top->above;
1366 1341
1369 1344
1370 op->below = top; 1345 op->below = top;
1371 top->above = op; 1346 top->above = op;
1372 } 1347 }
1373 1348
1374 if (op->above == NULL) 1349 if (!op->above)
1375 op->ms ().top = op; 1350 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1351 } /* else not INS_BELOW_ORIGINATOR */
1377 1352
1378 if (op->type == PLAYER) 1353 if (op->type == PLAYER)
1354 {
1379 op->contr->do_los = 1; 1355 op->contr->do_los = 1;
1356 ++op->map->players;
1357 op->map->touch ();
1358 }
1359
1360 op->map->dirty = true;
1380 1361
1381 /* If we have a floor, we know the player, if any, will be above 1362 /* If we have a floor, we know the player, if any, will be above
1382 * it, so save a few ticks and start from there. 1363 * it, so save a few ticks and start from there.
1383 */ 1364 */
1384 if (!(flag & INS_MAP_LOAD)) 1365 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1366 if (object *pl = ms.player ())
1386 if (pl->contr->ns) 1367 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1368 pl->contr->ns->floorbox_update ();
1388 1369
1389 /* If this object glows, it may affect lighting conditions that are 1370 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1371 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1372 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1373 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1374 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1375 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1376 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1377 * of effect may be sufficient.
1397 */ 1378 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1379 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1380 update_all_los (op->map, op->x, op->y);
1400 1381
1438{ 1419{
1439 object *tmp, *tmp1; 1420 object *tmp, *tmp1;
1440 1421
1441 /* first search for itself and remove any old instances */ 1422 /* first search for itself and remove any old instances */
1442 1423
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1424 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1425 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1426 tmp->destroy ();
1446 1427
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1428 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1429
1449 tmp1->x = op->x; 1430 tmp1->x = op->x;
1450 tmp1->y = op->y; 1431 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1432 insert_ob_in_map (tmp1, op->map, op, 0);
1433}
1434
1435// XXX: function not returning object*
1436object *
1437object::insert_at (object *where, object *originator, int flags)
1438{
1439 where->map->insert (this, where->x, where->y, originator, flags);
1452} 1440}
1453 1441
1454/* 1442/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1443 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains 1444 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1445 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1446 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1447 * global static errmsg array.
1460 */ 1448 */
1461
1462object * 1449object *
1463get_split_ob (object *orig_ob, uint32 nr) 1450get_split_ob (object *orig_ob, uint32 nr)
1464{ 1451{
1465 object *newob; 1452 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1453 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1717 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1718 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1719 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1720 * on top.
1734 */ 1721 */
1735
1736int 1722int
1737check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
1738{ 1724{
1739 object *tmp; 1725 object *tmp;
1740 maptile *m = op->map; 1726 maptile *m = op->map;
1767 1753
1768 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
1770 */ 1756 */
1771 1757
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 { 1759 {
1774 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects, 1761 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them. 1762 * we don't need to check all of them.
1777 */ 1763 */
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1783 {
1798 1784
1799 float 1785 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1787
1802 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1791 diff /= 4.0;
1835 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
1836 */ 1822 */
1837object * 1823object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1824present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1825{
1840 if (m == NULL || out_of_map (m, x, y)) 1826 if (!m || out_of_map (m, x, y))
1841 { 1827 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1829 return NULL;
1844 } 1830 }
1845 1831
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1833 if (tmp->arch == at)
1848 return tmp; 1834 return tmp;
1849 1835
1850 return NULL; 1836 return NULL;
1851} 1837}
1862 { 1848 {
1863 LOG (llevError, "Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1850 return NULL;
1865 } 1851 }
1866 1852
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1854 if (tmp->type == type)
1869 return tmp; 1855 return tmp;
1870 1856
1871 return NULL; 1857 return NULL;
1872} 1858}
2012 } 1998 }
2013 1999
2014 if (!index) 2000 if (!index)
2015 return -1; 2001 return -1;
2016 2002
2017 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2018} 2004}
2019 2005
2020/* 2006/*
2021 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2043{ 2029{
2044 arr += begin; 2030 arr += begin;
2045 end -= begin; 2031 end -= begin;
2046 2032
2047 while (--end) 2033 while (--end)
2048 swap (arr [end], arr [RANDOM () % (end + 1)]); 2034 swap (arr [end], arr [rndm (end + 1)]);
2049} 2035}
2050 2036
2051/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2039 * the spaces to find monsters. In this way, it won't always look for
2187 2173
2188 return 3; 2174 return 3;
2189} 2175}
2190 2176
2191/* 2177/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207}
2208
2209/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2180 */
2213
2214int 2181int
2215dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2216{ 2183{
2217 int d; 2184 int d;
2218 2185
2384 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2385 2352
2386 return dst; 2353 return dst;
2387} 2354}
2388 2355
2389/* GROS - Creates an object using a string representing its content. */
2390/* Basically, we save the content of the string to a temp file, then call */
2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2392/* but it was simple to make and allows reusing the load_object function. */
2393/* Remember not to use load_object_str in a time-critical situation. */
2394/* Also remember that multiparts objects are not supported for now. */
2395object *
2396load_object_str (const char *obstr)
2397{
2398 object *op;
2399 char filename[MAX_BUF];
2400
2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2402
2403 FILE *tempfile = fopen (filename, "w");
2404
2405 if (tempfile == NULL)
2406 {
2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2408 return NULL;
2409 }
2410
2411 fprintf (tempfile, obstr);
2412 fclose (tempfile);
2413
2414 op = object::create ();
2415
2416 object_thawer thawer (filename);
2417
2418 if (thawer)
2419 load_object (thawer, op, 0);
2420
2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2422 CLEAR_FLAG (op, FLAG_REMOVED);
2423
2424 return op;
2425}
2426
2427/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2428 * has the same type and subtype match. 2357 * has the same type and subtype match.
2429 * returns NULL if no match. 2358 * returns NULL if no match.
2430 */ 2359 */
2431object * 2360object *
2484 if (link->key == canonical_key) 2413 if (link->key == canonical_key)
2485 return link->value; 2414 return link->value;
2486 2415
2487 return 0; 2416 return 0;
2488} 2417}
2489
2490 2418
2491/* 2419/*
2492 * Updates the canonical_key in op to value. 2420 * Updates the canonical_key in op to value.
2493 * 2421 *
2494 * canonical_key is a shared string (value doesn't have to be). 2422 * canonical_key is a shared string (value doesn't have to be).
2597 } 2525 }
2598 else 2526 else
2599 item = item->env; 2527 item = item->env;
2600} 2528}
2601 2529
2530
2531const char *
2532object::flag_desc (char *desc, int len) const
2533{
2534 char *p = desc;
2535 bool first = true;
2536
2537 *p = 0;
2538
2539 for (int i = 0; i < NUM_FLAGS; i++)
2540 {
2541 if (len <= 10) // magic constant!
2542 {
2543 snprintf (p, len, ",...");
2544 break;
2545 }
2546
2547 if (flag [i])
2548 {
2549 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 len -= cnt;
2551 p += cnt;
2552 first = false;
2553 }
2554 }
2555
2556 return desc;
2557}
2558
2602// return a suitable string describing an objetc in enough detail to find it 2559// return a suitable string describing an object in enough detail to find it
2603const char * 2560const char *
2604object::debug_desc (char *info) const 2561object::debug_desc (char *info) const
2605{ 2562{
2563 char flagdesc[512];
2606 char info2[256 * 3]; 2564 char info2[256 * 4];
2607 char *p = info; 2565 char *p = info;
2608 2566
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, 2568 count, uuid.seq,
2611 &name, 2569 &name,
2612 title ? " " : "", 2570 title ? "\",title:\"" : "",
2613 title ? (const char *)title : ""); 2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2614 2573
2615 if (env) 2574 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2576
2618 if (map) 2577 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2579
2621 return info; 2580 return info;
2622} 2581}
2623 2582
2624const char * 2583const char *
2625object::debug_desc () const 2584object::debug_desc () const
2626{ 2585{
2627 static char info[256 * 3]; 2586 static char info[256 * 4];
2628 return debug_desc (info); 2587 return debug_desc (info);
2629} 2588}
2630 2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

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