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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 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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:
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
316 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
317/* 324/*
318 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
320 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
321 */ 328 */
356/* 363/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 365 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
360 */ 367 */
361
362char * 368char *
363dump_object (object *op) 369dump_object (object *op)
364{ 370{
365 if (!op) 371 if (!op)
366 return strdup ("[NULLOBJ]"); 372 return strdup ("[NULLOBJ]");
367 373
368 object_freezer freezer; 374 object_freezer freezer;
369 save_object (freezer, op, 1); 375 op->write (freezer);
370 return freezer.as_string (); 376 return freezer.as_string ();
371} 377}
372 378
373/* 379/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
391} 397}
392 398
393/* 399/*
394 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
395 */ 401 */
396
397object * 402object *
398find_object (tag_t i) 403find_object (tag_t i)
399{ 404{
400 for (object *op = object::first; op; op = op->next) 405 for_all_objects (op)
401 if (op->count == i) 406 if (op->count == i)
402 return op; 407 return op;
403 408
404 return 0; 409 return 0;
405} 410}
406 411
407/* 412/*
408 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
411 */ 416 */
412
413object * 417object *
414find_object_name (const char *str) 418find_object_name (const char *str)
415{ 419{
416 shstr_cmp str_ (str); 420 shstr_cmp str_ (str);
417 object *op; 421 object *op;
418 422
419 for (op = object::first; op != NULL; op = op->next) 423 for_all_objects (op)
420 if (op->name == str_) 424 if (op->name == str_)
421 break; 425 break;
422 426
423 return op; 427 return op;
424} 428}
456 * refcounts and freeing the links. 460 * refcounts and freeing the links.
457 */ 461 */
458static void 462static void
459free_key_values (object *op) 463free_key_values (object *op)
460{ 464{
461 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
462 { 466 {
463 key_value *next = i->next; 467 key_value *next = i->next;
464 delete i; 468 delete i;
465 469
466 i = next; 470 i = next;
467 } 471 }
468 472
469 op->key_values = 0; 473 op->key_values = 0;
470} 474}
471 475
472/* 476object &
473 * copy_to first frees everything allocated by the dst object, 477object::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{ 478{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 479 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 480 bool is_removed = flag [FLAG_REMOVED];
485 481
486 *(object_copy *)dst = *this; 482 *(object_copy *)this = src;
487 483
488 if (is_freed) 484 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 485 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;
496 486
497 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
498 if (key_values) 488 if (src.key_values)
499 { 489 {
500 key_value *tail = 0; 490 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 491 key_values = 0;
504 492
505 for (i = key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
506 { 494 {
507 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
508 496
509 new_link->next = 0; 497 new_link->next = 0;
510 new_link->key = i->key; 498 new_link->key = i->key;
511 new_link->value = i->value; 499 new_link->value = i->value;
512 500
513 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
514 if (!dst->key_values) 502 if (!key_values)
515 { 503 {
516 dst->key_values = new_link; 504 key_values = new_link;
517 tail = new_link; 505 tail = new_link;
518 } 506 }
519 else 507 else
520 { 508 {
521 tail->next = new_link; 509 tail->next = new_link;
522 tail = new_link; 510 tail = new_link;
523 } 511 }
524 } 512 }
525 } 513 }
514}
515
516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
526 531
527 dst->set_speed (dst->speed); 532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
528} 551}
529 552
530object * 553object *
531object::clone () 554object::clone ()
532{ 555{
538/* 561/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 562 * 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 563 * 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. 564 * be called to update the face variable, _and_ how it looks on the map.
542 */ 565 */
543
544void 566void
545update_turn_face (object *op) 567update_turn_face (object *op)
546{ 568{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 569 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 570 return;
571
549 SET_ANIMATION (op, op->direction); 572 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 573 update_object (op, UP_OBJ_FACE);
551} 574}
552 575
553/* 576/*
556 * This function needs to be called whenever the speed of an object changes. 579 * This function needs to be called whenever the speed of an object changes.
557 */ 580 */
558void 581void
559object::set_speed (float speed) 582object::set_speed (float speed)
560{ 583{
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) 584 if (flag [FLAG_FREED] && speed)
567 { 585 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 587 speed = 0;
570 } 588 }
571 589
572 this->speed = speed; 590 this->speed = speed;
573 591
574 if (arch_init) 592 if (has_active_speed ())
575 return; 593 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 594 else
593 { 595 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} 596}
648 597
649/* 598/*
650 * update_object() updates the the map. 599 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 600 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
665 */ 614 */
666void 615void
667update_object (object *op, int action) 616update_object (object *op, int action)
668{ 617{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 618 if (op == NULL)
672 { 619 {
673 /* this should never happen */ 620 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 622 return;
699 return; 646 return;
700 } 647 }
701 648
702 mapspace &m = op->ms (); 649 mapspace &m = op->ms ();
703 650
704 if (m.flags_ & P_NEED_UPDATE) 651 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 652 /* nop */;
706 else if (action == UP_OBJ_INSERT) 653 else if (action == UP_OBJ_INSERT)
707 { 654 {
708 // this is likely overkill, TODO: revisit (schmorp) 655 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 656 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 665 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 666 * to have move_allow right now.
720 */ 667 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 668 || ((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) 669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 670 m.flags_ = 0;
724 } 671 }
725 /* if the object is being removed, we can't make intelligent 672 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 673 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 674 * that is being removed.
728 */ 675 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 677 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 678 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 679 /* Nothing to do for that case */ ;
733 else 680 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 681 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 682
736 if (op->more) 683 if (op->more)
737 update_object (op->more, action); 684 update_object (op->more, action);
738} 685}
739 686
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 687object::object ()
744{ 688{
745 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
746 690
747 expmul = 1.0; 691 expmul = 1.0;
748 face = blank_face; 692 face = blank_face;
749} 693}
750 694
751object::~object () 695object::~object ()
752{ 696{
697 unlink ();
698
753 free_key_values (this); 699 free_key_values (this);
754} 700}
755 701
702static int object_count;
703
756void object::link () 704void object::link ()
757{ 705{
758 count = ++ob_count; 706 assert (!index);//D
759 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
760 709
761 prev = 0; 710 refcnt_inc ();
762 next = object::first; 711 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 712}
769 713
770void object::unlink () 714void object::unlink ()
771{ 715{
772 if (this == object::first) 716 if (!index)
773 object::first = next; 717 return;
774 718
775 /* Remove this object from the list of used objects */ 719 objects.erase (this);
776 if (prev) prev->next = next; 720 refcnt_dec ();
777 if (next) next->prev = prev; 721}
778 722
779 prev = 0; 723void
780 next = 0; 724object::activate ()
725{
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
730 if (has_active_speed ())
731 actives.insert (this);
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active)
756 return;
757
758 actives.erase (this);
759}
760
761void
762object::deactivate_recursive ()
763{
764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
778}
779
780/*
781 * Remove and free all objects in the inventory of the given object.
782 * object.c ?
783 */
784void
785object::destroy_inv (bool drop_to_ground)
786{
787 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory,
791 // cf will crash below with off-map x and y
792 if (!inv)
793 return;
794
795 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects
797 * drop on that space.
798 */
799 if (!drop_to_ground
800 || !map
801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
803 || ms ().move_block == MOVE_ALL)
804 {
805 while (inv)
806 {
807 inv->destroy_inv (drop_to_ground);
808 inv->destroy ();
809 }
810 }
811 else
812 { /* Put objects in inventory onto this space */
813 while (inv)
814 {
815 object *op = inv;
816
817 if (op->flag [FLAG_STARTEQUIP]
818 || op->flag [FLAG_NO_DROP]
819 || op->type == RUNE
820 || op->type == TRAP
821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
823 op->destroy ();
824 else
825 map->insert (op, x, y);
826 }
827 }
781} 828}
782 829
783object *object::create () 830object *object::create ()
784{ 831{
785 object *op = new object; 832 object *op = new object;
799 remove_friendly_object (this); 846 remove_friendly_object (this);
800 847
801 if (!flag [FLAG_REMOVED]) 848 if (!flag [FLAG_REMOVED])
802 remove (); 849 remove ();
803 850
804 if (flag [FLAG_FREED]) 851 destroy_inv (true);
805 return; 852
853 deactivate ();
854 unlink ();
806 855
807 flag [FLAG_FREED] = 1; 856 flag [FLAG_FREED] = 1;
808 857
809 // hack to ensure that freed objects still have a valid map 858 // hack to ensure that freed objects still have a valid map
810 { 859 {
816 865
817 freed_map->name = "/internal/freed_objects_map"; 866 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3; 867 freed_map->width = 3;
819 freed_map->height = 3; 868 freed_map->height = 3;
820 869
821 freed_map->allocate (); 870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
822 } 872 }
823 873
824 map = freed_map; 874 map = freed_map;
825 x = 1; 875 x = 1;
826 y = 1; 876 y = 1;
827 } 877 }
828 878
829 more = 0;
830 head = 0; 879 head = 0;
831 inv = 0; 880
881 if (more)
882 {
883 more->destroy ();
884 more = 0;
885 }
832 886
833 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
834 owner = 0; 888 owner = 0;
835 enemy = 0; 889 enemy = 0;
836 attacked_by = 0; 890 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} 891}
891 892
892void 893void
893object::destroy (bool destroy_inventory) 894object::destroy (bool destroy_inventory)
894{ 895{
895 if (destroyed ()) 896 if (destroyed ())
896 return; 897 return;
897 898
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) 899 if (destroy_inventory)
906 destroy_inv (true); 900 destroy_inv (false);
907 901
908 attachable::destroy (); 902 attachable::destroy ();
909} 903}
910 904
911/* 905/*
929 * This function removes the object op from the linked list of objects 923 * 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 924 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
933 * the previous environment. 927 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 928 */
936void 929void
937object::remove () 930object::do_remove ()
938{ 931{
939 object *tmp, *last = 0; 932 object *tmp, *last = 0;
940 object *otmp; 933 object *otmp;
941 934
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 957 * to save cpu time.
965 */ 958 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 960 otmp->update_stats ();
968 961
969 if (above != NULL) 962 if (above)
970 above->below = below; 963 above->below = below;
971 else 964 else
972 env->inv = below; 965 env->inv = below;
973 966
974 if (below != NULL) 967 if (below)
975 below->above = above; 968 below->above = above;
976 969
977 /* we set up values so that it could be inserted into 970 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 971 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 972 * to the caller to decide what we want to do.
983 above = 0, below = 0; 976 above = 0, below = 0;
984 env = 0; 977 env = 0;
985 } 978 }
986 else if (map) 979 else if (map)
987 { 980 {
988 /* Re did the following section of code - it looks like it had 981 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
991 995
992 /* link the object above us */ 996 /* link the object above us */
993 if (above) 997 if (above)
994 above->below = below; 998 above->below = below;
995 else 999 else
996 map->at (x, y).top = below; /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
997 1001
998 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
999 if (below) 1003 if (below)
1000 below->above = above; 1004 below->above = above;
1001 else 1005 else
1003 /* Nothing below, which means we need to relink map object for this space 1007 /* 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 1008 * use translated coordinates in case some oddness with map tiling is
1005 * evident 1009 * evident
1006 */ 1010 */
1007 if (GET_MAP_OB (map, x, y) != this) 1011 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); 1012 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 1013
1018 map->at (x, y).bot = above; /* goes on above it. */ 1014 ms.bot = above; /* goes on above it. */
1019 } 1015 }
1020 1016
1021 above = 0; 1017 above = 0;
1022 below = 0; 1018 below = 0;
1023 1019
1024 if (map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
1025 return; 1021 return;
1026 1022
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1024
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1026 {
1031 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1032 * being removed. 1028 * being removed.
1033 */ 1029 */
1034 1030
1046 1042
1047 if (tmp->contr->ns) 1043 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1044 tmp->contr->ns->floorbox_update ();
1049 } 1045 }
1050 1046
1051 /* See if player moving off should effect something */ 1047 /* See if object moving off should effect something */
1052 if (check_walk_off 1048 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1049 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1051 {
1056 move_apply (tmp, this, 0); 1052 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1054 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1056 }
1061 1057
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1060 if (tmp->above == tmp)
1065 tmp->above = 0; 1061 tmp->above = 0;
1066 1062
1067 last = tmp; 1063 last = tmp;
1068 } 1064 }
1069 1065
1070 /* last == NULL of there are no objects on this space */ 1066 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1068 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1069 map->at (x, y).flags_ = 0;
1073 else 1070 else
1074 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1075 1072
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1074 update_all_los (map, x, y);
1113 } 1110 }
1114 1111
1115 return 0; 1112 return 0;
1116} 1113}
1117 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1118/* 1138/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1121 */ 1141 */
1122object * 1142object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1144{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1146 {
1132 tmp->x = x + tmp->arch->clone.x; 1147 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1148 tmp->y = y + tmp->arch->clone.y;
1134 } 1149 }
1135 1150
1157 * just 'op' otherwise 1172 * just 'op' otherwise
1158 */ 1173 */
1159object * 1174object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1162 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1180
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170 1182
1171 if (m == NULL) 1183#if 0
1172 { 1184 if (!m->active != !op->active)
1173 char *dump = dump_object (op); 1185 if (m->active)
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 op->activate_recursive ();
1175 free (dump); 1187 else
1176 return op; 1188 op->deactivate_recursive ();
1177 } 1189#endif
1178 1190
1179 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1180 { 1192 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1183#ifdef MANY_CORES 1194#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted. 1197 * improperly inserted.
1187 */ 1198 */
1188 abort (); 1199 abort ();
1189#endif 1200#endif
1190 free (dump);
1191 return op; 1201 return op;
1192 } 1202 }
1193 1203
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; 1204 if (object *more = op->more)
1207 1205 {
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) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1207 {
1225 if (!op->head) 1208 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1210
1228 return 0; 1211 return 0;
1233 1216
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* 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 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1219 * need extra work
1237 */ 1220 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1222 return 0;
1240 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1241 1226
1242 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1243 */ 1228 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1247 { 1232 {
1248 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1234 tmp->destroy ();
1250 } 1235 }
1267 op->below = originator->below; 1252 op->below = originator->below;
1268 1253
1269 if (op->below) 1254 if (op->below)
1270 op->below->above = op; 1255 op->below->above = op;
1271 else 1256 else
1272 op->ms ().bot = op; 1257 ms.bot = op;
1273 1258
1274 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1275 originator->below = op; 1260 originator->below = op;
1276 } 1261 }
1277 else 1262 else
1278 { 1263 {
1264 top = ms.bot;
1265
1279 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1268 {
1282 object *last = NULL; 1269 object *last = 0;
1283 1270
1284 /* 1271 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1273 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1274 * 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 1278 * 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 1279 * 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 1280 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1295 */ 1282 */
1296 1283 for (top = ms.bot; top; top = top->above)
1297 while (top != NULL)
1298 { 1284 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1286 floor = top;
1301 1287
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 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; 1291 top = top->below;
1306 break; 1292 break;
1307 } 1293 }
1308 1294
1309 last = top; 1295 last = top;
1310 top = top->above;
1311 } 1296 }
1312 1297
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1299 top = last;
1315 1300
1317 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1319 */ 1304 */
1320 1305
1321 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1310 * stacking is a bit odd.
1326 */ 1311 */
1327 if (!(flag & INS_ON_TOP) && 1312 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)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1329 { 1315 {
1330 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1318 break;
1319
1333 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1323 * set top to the object below us.
1337 */ 1324 */
1339 top = last->below; 1326 top = last->below;
1340 } 1327 }
1341 } /* If objects on this space */ 1328 } /* If objects on this space */
1342 1329
1343 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1345 1332
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1334 top = floor;
1348 1335
1349 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1337 */
1351 1338
1352 /* First object on this space */ 1339 /* First object on this space */
1353 if (!top) 1340 if (!top)
1354 { 1341 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1356 1343
1357 if (op->above) 1344 if (op->above)
1358 op->above->below = op; 1345 op->above->below = op;
1359 1346
1360 op->below = NULL; 1347 op->below = 0;
1361 op->ms ().bot = op; 1348 ms.bot = op;
1362 } 1349 }
1363 else 1350 else
1364 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1365 op->above = top->above; 1352 op->above = top->above;
1366 1353
1369 1356
1370 op->below = top; 1357 op->below = top;
1371 top->above = op; 1358 top->above = op;
1372 } 1359 }
1373 1360
1374 if (op->above == NULL) 1361 if (!op->above)
1375 op->ms ().top = op; 1362 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1377 1364
1378 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1366 {
1379 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1368 ++op->map->players;
1369 op->map->touch ();
1370 }
1371
1372 op->map->dirty = true;
1380 1373
1381 /* If we have a floor, we know the player, if any, will be above 1374 /* 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. 1375 * it, so save a few ticks and start from there.
1383 */ 1376 */
1384 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1378 if (object *pl = ms.player ())
1386 if (pl->contr->ns) 1379 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1380 pl->contr->ns->floorbox_update ();
1388 1381
1389 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1383 * 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 1384 * 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 1385 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1389 * of effect may be sufficient.
1397 */ 1390 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1400 1393
1438{ 1431{
1439 object *tmp, *tmp1; 1432 object *tmp, *tmp1;
1440 1433
1441 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1442 1435
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1438 tmp->destroy ();
1446 1439
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1441
1449 tmp1->x = op->x; 1442 tmp1->x = op->x;
1450 tmp1->y = op->y; 1443 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1444 insert_ob_in_map (tmp1, op->map, op, 0);
1445}
1446
1447object *
1448object::insert_at (object *where, object *originator, int flags)
1449{
1450 return where->map->insert (this, where->x, where->y, originator, flags);
1452} 1451}
1453 1452
1454/* 1453/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * 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 1455 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1456 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1457 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1458 * global static errmsg array.
1460 */ 1459 */
1461
1462object * 1460object *
1463get_split_ob (object *orig_ob, uint32 nr) 1461get_split_ob (object *orig_ob, uint32 nr)
1464{ 1462{
1465 object *newob; 1463 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1499 * 1497 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1499 */
1502
1503object * 1500object *
1504decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1505{ 1502{
1506 object *tmp; 1503 object *tmp;
1507 1504
1582 1579
1583/* 1580/*
1584 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1586 */ 1583 */
1587
1588void 1584void
1589add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1590{ 1586{
1591 while (op != NULL) 1587 while (op != NULL)
1592 { 1588 {
1624 * inside the object environment. 1620 * inside the object environment.
1625 * 1621 *
1626 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1628 */ 1624 */
1629
1630object * 1625object *
1631object::insert (object *op) 1626object::insert (object *op)
1632{ 1627{
1633 object *tmp, *otmp; 1628 object *tmp, *otmp;
1634 1629
1730 * 1725 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1726 * 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 1727 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1728 * on top.
1734 */ 1729 */
1735
1736int 1730int
1737check_move_on (object *op, object *originator) 1731check_move_on (object *op, object *originator)
1738{ 1732{
1739 object *tmp; 1733 object *tmp;
1740 maptile *m = op->map; 1734 maptile *m = op->map;
1767 1761
1768 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1770 */ 1764 */
1771 1765
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 { 1767 {
1774 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them. 1770 * we don't need to check all of them.
1777 */ 1771 */
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 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)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1791 {
1798 1792
1799 float 1793 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1795
1802 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 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))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1799 diff /= 4.0;
1835 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1836 */ 1830 */
1837object * 1831object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1833{
1840 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
1841 { 1835 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1837 return NULL;
1844 } 1838 }
1845 1839
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1841 if (tmp->arch == at)
1848 return tmp; 1842 return tmp;
1849 1843
1850 return NULL; 1844 return NULL;
1851} 1845}
1862 { 1856 {
1863 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1858 return NULL;
1865 } 1859 }
1866 1860
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1862 if (tmp->type == type)
1869 return tmp; 1863 return tmp;
1870 1864
1871 return NULL; 1865 return NULL;
1872} 1866}
2012 } 2006 }
2013 2007
2014 if (!index) 2008 if (!index)
2015 return -1; 2009 return -1;
2016 2010
2017 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2018} 2012}
2019 2013
2020/* 2014/*
2021 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2043{ 2037{
2044 arr += begin; 2038 arr += begin;
2045 end -= begin; 2039 end -= begin;
2046 2040
2047 while (--end) 2041 while (--end)
2048 swap (arr [end], arr [RANDOM () % (end + 1)]); 2042 swap (arr [end], arr [rndm (end + 1)]);
2049} 2043}
2050 2044
2051/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2046 * 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 2047 * the spaces to find monsters. In this way, it won't always look for
2187 2181
2188 return 3; 2182 return 3;
2189} 2183}
2190 2184
2191/* 2185/*
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 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2188 */
2213
2214int 2189int
2215dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2216{ 2191{
2217 int d; 2192 int d;
2218 2193
2384 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2385 2360
2386 return dst; 2361 return dst;
2387} 2362}
2388 2363
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 2364/* This returns the first object in who's inventory that
2428 * has the same type and subtype match. 2365 * has the same type and subtype match.
2429 * returns NULL if no match. 2366 * returns NULL if no match.
2430 */ 2367 */
2431object * 2368object *
2484 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2485 return link->value; 2422 return link->value;
2486 2423
2487 return 0; 2424 return 0;
2488} 2425}
2489
2490 2426
2491/* 2427/*
2492 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2493 * 2429 *
2494 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2597 } 2533 }
2598 else 2534 else
2599 item = item->env; 2535 item = item->env;
2600} 2536}
2601 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2602// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2603const char * 2568const char *
2604object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2605{ 2570{
2571 char flagdesc[512];
2606 char info2[256 * 3]; 2572 char info2[256 * 4];
2607 char *p = info; 2573 char *p = info;
2608 2574
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, 2576 count, uuid.seq,
2611 &name, 2577 &name,
2612 title ? " " : "", 2578 title ? "\",title:\"" : "",
2613 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2614 2581
2615 if (env) 2582 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2584
2618 if (map) 2585 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2587
2621 return info; 2588 return info;
2622} 2589}
2623 2590
2624const char * 2591const char *
2625object::debug_desc () const 2592object::debug_desc () const
2626{ 2593{
2627 static char info[256 * 3]; 2594 static char info[256 * 4];
2628 return debug_desc (info); 2595 return debug_desc (info);
2629} 2596}
2630 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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