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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.145 by root, Mon May 7 03:05:58 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:
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 1); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
455/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 466 * refcounts and freeing the links.
457 */ 467 */
458static void 468static void
459free_key_values (object *op) 469free_key_values (object *op)
460{ 470{
461 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
462 { 472 {
463 key_value *next = i->next; 473 key_value *next = i->next;
464 delete i; 474 delete i;
465 475
466 i = next; 476 i = next;
467 } 477 }
468 478
469 op->key_values = 0; 479 op->key_values = 0;
470} 480}
471 481
472/* 482object &
473 * copy_to first frees everything allocated by the dst object, 483object::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{ 484{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
485 487
486 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
487 489
488 if (is_freed) 490 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 491 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;
496 492
497 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
498 if (key_values) 494 if (src.key_values)
499 { 495 {
500 key_value *tail = 0; 496 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 497 key_values = 0;
504 498
505 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
506 { 500 {
507 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
508 502
509 new_link->next = 0; 503 new_link->next = 0;
510 new_link->key = i->key; 504 new_link->key = i->key;
511 new_link->value = i->value; 505 new_link->value = i->value;
512 506
513 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
514 if (!dst->key_values) 508 if (!key_values)
515 { 509 {
516 dst->key_values = new_link; 510 key_values = new_link;
517 tail = new_link; 511 tail = new_link;
518 } 512 }
519 else 513 else
520 { 514 {
521 tail->next = new_link; 515 tail->next = new_link;
522 tail = new_link; 516 tail = new_link;
523 } 517 }
524 } 518 }
525 } 519 }
520}
521
522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
526 537
527 dst->set_speed (dst->speed); 538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 for (int i = NUM_BODY_LOCATIONS; i--; )
555 slot[i].used = slot[i].info;
556
557 attachable::instantiate ();
528} 558}
529 559
530object * 560object *
531object::clone () 561object::clone ()
532{ 562{
538/* 568/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 569 * 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 570 * 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. 571 * be called to update the face variable, _and_ how it looks on the map.
542 */ 572 */
543
544void 573void
545update_turn_face (object *op) 574update_turn_face (object *op)
546{ 575{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 576 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 577 return;
578
549 SET_ANIMATION (op, op->direction); 579 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
551} 581}
552 582
553/* 583/*
556 * This function needs to be called whenever the speed of an object changes. 586 * This function needs to be called whenever the speed of an object changes.
557 */ 587 */
558void 588void
559object::set_speed (float speed) 589object::set_speed (float speed)
560{ 590{
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) 591 if (flag [FLAG_FREED] && speed)
567 { 592 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 593 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 594 speed = 0;
570 } 595 }
571 596
572 this->speed = speed; 597 this->speed = speed;
573 598
574 if (arch_init) 599 if (has_active_speed ())
575 return; 600 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 601 else
593 { 602 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} 603}
648 604
649/* 605/*
650 * update_object() updates the the map. 606 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 607 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 620 * UP_OBJ_FACE: only the objects face has changed.
665 */ 621 */
666void 622void
667update_object (object *op, int action) 623update_object (object *op, int action)
668{ 624{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 625 if (op == NULL)
672 { 626 {
673 /* this should never happen */ 627 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 628 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 629 return;
699 return; 653 return;
700 } 654 }
701 655
702 mapspace &m = op->ms (); 656 mapspace &m = op->ms ();
703 657
704 if (m.flags_ & P_NEED_UPDATE) 658 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 659 /* nop */;
706 else if (action == UP_OBJ_INSERT) 660 else if (action == UP_OBJ_INSERT)
707 { 661 {
708 // this is likely overkill, TODO: revisit (schmorp) 662 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 663 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 672 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 673 * to have move_allow right now.
720 */ 674 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 675 || ((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) 676 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 677 m.flags_ = 0;
724 } 678 }
725 /* if the object is being removed, we can't make intelligent 679 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 680 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 681 * that is being removed.
728 */ 682 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 683 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 684 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 685 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 686 /* Nothing to do for that case */ ;
733 else 687 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 688 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 689
736 if (op->more) 690 if (op->more)
737 update_object (op->more, action); 691 update_object (op->more, action);
738} 692}
739 693
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 694object::object ()
744{ 695{
745 SET_FLAG (this, FLAG_REMOVED); 696 SET_FLAG (this, FLAG_REMOVED);
746 697
747 expmul = 1.0; 698 expmul = 1.0;
748 face = blank_face; 699 face = blank_face;
749} 700}
750 701
751object::~object () 702object::~object ()
752{ 703{
704 unlink ();
705
753 free_key_values (this); 706 free_key_values (this);
754} 707}
755 708
709static int object_count;
710
756void object::link () 711void object::link ()
757{ 712{
758 count = ++ob_count; 713 assert (!index);//D
759 uuid = gen_uuid (); 714 uuid = gen_uuid ();
715 count = ++object_count;
760 716
761 prev = 0; 717 refcnt_inc ();
762 next = object::first; 718 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 719}
769 720
770void object::unlink () 721void object::unlink ()
771{ 722{
772 if (this == object::first) 723 if (!index)
773 object::first = next; 724 return;
774 725
775 /* Remove this object from the list of used objects */ 726 objects.erase (this);
776 if (prev) prev->next = next; 727 refcnt_dec ();
777 if (next) next->prev = prev; 728}
778 729
779 prev = 0; 730void
780 next = 0; 731object::activate ()
732{
733 /* If already on active list, don't do anything */
734 if (active)
735 return;
736
737 if (has_active_speed ())
738 actives.insert (this);
739}
740
741void
742object::activate_recursive ()
743{
744 activate ();
745
746 for (object *op = inv; op; op = op->below)
747 op->activate_recursive ();
748}
749
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759object::deactivate ()
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!active)
763 return;
764
765 actives.erase (this);
766}
767
768void
769object::deactivate_recursive ()
770{
771 for (object *op = inv; op; op = op->below)
772 op->deactivate_recursive ();
773
774 deactivate ();
775}
776
777void
778object::set_flag_inv (int flag, int value)
779{
780 for (object *op = inv; op; op = op->below)
781 {
782 op->flag [flag] = value;
783 op->set_flag_inv (flag, value);
784 }
781} 785}
782 786
783/* 787/*
784 * Remove and free all objects in the inventory of the given object. 788 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 789 * object.c ?
786 */ 790 */
787void 791void
788object::destroy_inv (bool drop_to_ground) 792object::destroy_inv (bool drop_to_ground)
789{ 793{
794 // need to check first, because the checks below might segfault
795 // as we might be on an invalid mapspace and crossfire code
796 // is too buggy to ensure that the inventory is empty.
797 // corollary: if you create arrows etc. with stuff in tis inventory,
798 // cf will crash below with off-map x and y
799 if (!inv)
800 return;
801
790 /* Only if the space blocks everything do we not process - 802 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 803 * if some form of movement is allowed, let objects
792 * drop on that space. 804 * drop on that space.
793 */ 805 */
794 if (!drop_to_ground 806 if (!drop_to_ground
795 || !map 807 || !map
796 || map->in_memory != MAP_IN_MEMORY 808 || map->in_memory != MAP_IN_MEMORY
809 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 810 || ms ().move_block == MOVE_ALL)
798 { 811 {
799 while (inv) 812 while (inv)
800 { 813 {
801 inv->destroy_inv (drop_to_ground); 814 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 815 inv->destroy ();
810 823
811 if (op->flag [FLAG_STARTEQUIP] 824 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 825 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 826 || op->type == RUNE
814 || op->type == TRAP 827 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 828 || op->flag [FLAG_IS_A_TEMPLATE]
829 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 830 op->destroy ();
817 else 831 else
818 map->insert (op, x, y); 832 map->insert (op, x, y);
819 } 833 }
820 } 834 }
828} 842}
829 843
830void 844void
831object::do_destroy () 845object::do_destroy ()
832{ 846{
847 attachable::do_destroy ();
848
833 if (flag [FLAG_IS_LINKED]) 849 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this); 850 remove_button_link (this);
835 851
836 if (flag [FLAG_FRIENDLY]) 852 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this); 853 remove_friendly_object (this);
838 854
839 if (!flag [FLAG_REMOVED]) 855 if (!flag [FLAG_REMOVED])
840 remove (); 856 remove ();
841 857
842 if (flag [FLAG_FREED]) 858 destroy_inv (true);
843 return;
844 859
845 set_speed (0); 860 deactivate ();
861 unlink ();
846 862
847 flag [FLAG_FREED] = 1; 863 flag [FLAG_FREED] = 1;
848
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853 864
854 // hack to ensure that freed objects still have a valid map 865 // hack to ensure that freed objects still have a valid map
855 { 866 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes 867 static maptile *freed_map; // freed objects are moved here to avoid crashes
857 868
861 872
862 freed_map->name = "/internal/freed_objects_map"; 873 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 874 freed_map->width = 3;
864 freed_map->height = 3; 875 freed_map->height = 3;
865 876
866 freed_map->allocate (); 877 freed_map->alloc ();
878 freed_map->in_memory = MAP_IN_MEMORY;
867 } 879 }
868 880
869 map = freed_map; 881 map = freed_map;
870 x = 1; 882 x = 1;
871 y = 1; 883 y = 1;
881 893
882 // clear those pointers that likely might have circular references to us 894 // clear those pointers that likely might have circular references to us
883 owner = 0; 895 owner = 0;
884 enemy = 0; 896 enemy = 0;
885 attacked_by = 0; 897 attacked_by = 0;
886
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 898}
890 899
891void 900void
892object::destroy (bool destroy_inventory) 901object::destroy (bool destroy_inventory)
893{ 902{
921 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
925 * the previous environment. 934 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 935 */
928void 936void
929object::remove () 937object::do_remove ()
930{ 938{
931 object *tmp, *last = 0; 939 object *tmp, *last = 0;
932 object *otmp; 940 object *otmp;
933 941
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
956 * to save cpu time. 964 * to save cpu time.
957 */ 965 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 967 otmp->update_stats ();
960 968
961 if (above != NULL) 969 if (above)
962 above->below = below; 970 above->below = below;
963 else 971 else
964 env->inv = below; 972 env->inv = below;
965 973
966 if (below != NULL) 974 if (below)
967 below->above = above; 975 below->above = above;
968 976
969 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
975 above = 0, below = 0; 983 above = 0, below = 0;
976 env = 0; 984 env = 0;
977 } 985 }
978 else if (map) 986 else if (map)
979 { 987 {
980 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 989 {
990 // leaving a spot always closes any open container on the ground
991 if (container && !container->env)
992 // this causes spurious floorbox updates, but it ensures
993 // that the CLOSE event is being sent.
994 close_container ();
995
996 --map->players;
997 map->touch ();
998 }
999
1000 map->dirty = true;
1001 mapspace &ms = this->ms ();
983 1002
984 /* link the object above us */ 1003 /* link the object above us */
985 if (above) 1004 if (above)
986 above->below = below; 1005 above->below = below;
987 else 1006 else
988 map->at (x, y).top = below; /* we were top, set new top */ 1007 ms.top = below; /* we were top, set new top */
989 1008
990 /* Relink the object below us, if there is one */ 1009 /* Relink the object below us, if there is one */
991 if (below) 1010 if (below)
992 below->above = above; 1011 below->above = above;
993 else 1012 else
995 /* Nothing below, which means we need to relink map object for this space 1014 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is 1015 * use translated coordinates in case some oddness with map tiling is
997 * evident 1016 * evident
998 */ 1017 */
999 if (GET_MAP_OB (map, x, y) != this) 1018 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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); 1019 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 ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 1020
1010 map->at (x, y).bot = above; /* goes on above it. */ 1021 ms.bot = above; /* goes on above it. */
1011 } 1022 }
1012 1023
1013 above = 0; 1024 above = 0;
1014 below = 0; 1025 below = 0;
1015 1026
1016 if (map->in_memory == MAP_SAVING) 1027 if (map->in_memory == MAP_SAVING)
1017 return; 1028 return;
1018 1029
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1030 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1031
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1032 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1033 {
1023 /* No point updating the players look faces if he is the object 1034 /* No point updating the players look faces if he is the object
1024 * being removed. 1035 * being removed.
1025 */ 1036 */
1026 1037
1038 1049
1039 if (tmp->contr->ns) 1050 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1051 tmp->contr->ns->floorbox_update ();
1041 } 1052 }
1042 1053
1043 /* See if player moving off should effect something */ 1054 /* See if object moving off should effect something */
1044 if (check_walk_off 1055 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1056 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1058 {
1048 move_apply (tmp, this, 0); 1059 move_apply (tmp, this, 0);
1050 if (destroyed ()) 1061 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1062 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1063 }
1053 1064
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1065 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055 1066 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1056 if (tmp->above == tmp) 1067 if (tmp->above == tmp)
1057 tmp->above = 0; 1068 tmp->above = 0;
1058 1069
1059 last = tmp; 1070 last = tmp;
1060 } 1071 }
1061 1072
1062 /* last == NULL of there are no objects on this space */ 1073 /* last == NULL if there are no objects on this space */
1074 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last) 1075 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1076 map->at (x, y).flags_ = 0;
1065 else 1077 else
1066 update_object (last, UP_OBJ_REMOVE); 1078 update_object (last, UP_OBJ_REMOVE);
1067 1079
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1080 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1081 update_all_los (map, x, y);
1105 } 1117 }
1106 1118
1107 return 0; 1119 return 0;
1108} 1120}
1109 1121
1122void
1123object::expand_tail ()
1124{
1125 if (more)
1126 return;
1127
1128 object *prev = this;
1129
1130 for (archetype *at = arch->more; at; at = at->more)
1131 {
1132 object *op = arch_to_object (at);
1133
1134 op->name = name;
1135 op->name_pl = name_pl;
1136 op->title = title;
1137
1138 op->head = this;
1139 prev->more = op;
1140
1141 prev = op;
1142 }
1143}
1144
1110/* 1145/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1146 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1147 * job preparing multi-part monsters.
1113 */ 1148 */
1114object * 1149object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1150insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1151{
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1152 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1144 * just 'op' otherwise 1179 * just 'op' otherwise
1145 */ 1180 */
1146object * 1181object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1182insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1183{
1184 assert (!op->flag [FLAG_FREED]);
1185
1149 object *tmp, *top, *floor = NULL; 1186 object *tmp, *top, *floor = NULL;
1150 sint16 x, y;
1151 1187
1152 if (QUERY_FLAG (op, FLAG_FREED)) 1188 op->remove ();
1153 {
1154 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL;
1156 }
1157 1189
1158 if (m == NULL) 1190#if 0
1159 { 1191 if (!m->active != !op->active)
1160 char *dump = dump_object (op); 1192 if (m->active)
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1193 op->activate_recursive ();
1162 free (dump); 1194 else
1163 return op; 1195 op->deactivate_recursive ();
1164 } 1196#endif
1165 1197
1166 if (out_of_map (m, op->x, op->y)) 1198 if (out_of_map (m, op->x, op->y))
1167 { 1199 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1200 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1170#ifdef MANY_CORES 1201#ifdef MANY_CORES
1171 /* Better to catch this here, as otherwise the next use of this object 1202 /* Better to catch this here, as otherwise the next use of this object
1172 * is likely to cause a crash. Better to find out where it is getting 1203 * is likely to cause a crash. Better to find out where it is getting
1173 * improperly inserted. 1204 * improperly inserted.
1174 */ 1205 */
1175 abort (); 1206 abort ();
1176#endif 1207#endif
1177 free (dump);
1178 return op; 1208 return op;
1179 } 1209 }
1180 1210
1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 {
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (op->more)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more; 1211 if (object *more = op->more)
1194 1212 {
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1213 if (!insert_ob_in_map (more, m, originator, flag))
1211 { 1214 {
1212 if (!op->head) 1215 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214 1217
1215 return 0; 1218 return 0;
1220 1223
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1224 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * of areas of callers (eg, anything that uses find_free_spot would now 1225 * of areas of callers (eg, anything that uses find_free_spot would now
1223 * need extra work 1226 * need extra work
1224 */ 1227 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1228 if (!xy_normalise (m, op->x, op->y))
1226 x = op->x; 1229 return 0;
1227 y = op->y; 1230
1231 op->map = m;
1232 mapspace &ms = op->ms ();
1228 1233
1229 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1230 */ 1235 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1237 for (tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1238 if (object::can_merge (op, tmp))
1234 { 1239 {
1235 op->nrof += tmp->nrof; 1240 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1241 tmp->destroy ();
1237 } 1242 }
1254 op->below = originator->below; 1259 op->below = originator->below;
1255 1260
1256 if (op->below) 1261 if (op->below)
1257 op->below->above = op; 1262 op->below->above = op;
1258 else 1263 else
1259 op->ms ().bot = op; 1264 ms.bot = op;
1260 1265
1261 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1262 originator->below = op; 1267 originator->below = op;
1263 } 1268 }
1264 else 1269 else
1265 { 1270 {
1271 top = ms.bot;
1272
1266 /* If there are other objects, then */ 1273 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1274 if ((!(flag & INS_MAP_LOAD)) && top)
1268 { 1275 {
1269 object *last = NULL; 1276 object *last = 0;
1270 1277
1271 /* 1278 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1279 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1280 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1281 * Generally, we want to put the new object on top. But if
1278 * once we get to them. This reduces the need to traverse over all of 1285 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1286 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1287 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1288 * that flying non pickable objects are spell objects.
1282 */ 1289 */
1283 1290 for (top = ms.bot; top; top = top->above)
1284 while (top != NULL)
1285 { 1291 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1292 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1287 floor = top; 1293 floor = top;
1288 1294
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1295 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1292 top = top->below; 1298 top = top->below;
1293 break; 1299 break;
1294 } 1300 }
1295 1301
1296 last = top; 1302 last = top;
1297 top = top->above;
1298 } 1303 }
1299 1304
1300 /* Don't want top to be NULL, so set it to the last valid object */ 1305 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last; 1306 top = last;
1302 1307
1304 * looks like instead of lots of conditions here. 1309 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result. 1310 * makes things faster, and effectively the same result.
1306 */ 1311 */
1307 1312
1308 /* Have object 'fall below' other objects that block view. 1313 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66 1314 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1317 * stacking is a bit odd.
1313 */ 1318 */
1314 if (!(flag & INS_ON_TOP) && 1319 if (!(flag & INS_ON_TOP)
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1320 && ms.flags () & P_BLOCKSVIEW
1321 && (op->face && !faces [op->face].visibility))
1316 { 1322 {
1317 for (last = top; last != floor; last = last->below) 1323 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1324 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1325 break;
1326
1320 /* Check to see if we found the object that blocks view, 1327 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that 1328 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we 1329 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1330 * set top to the object below us.
1324 */ 1331 */
1326 top = last->below; 1333 top = last->below;
1327 } 1334 }
1328 } /* If objects on this space */ 1335 } /* If objects on this space */
1329 1336
1330 if (flag & INS_MAP_LOAD) 1337 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y); 1338 top = ms.top;
1332 1339
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1340 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1341 top = floor;
1335 1342
1336 /* Top is the object that our object (op) is going to get inserted above. 1343 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1344 */
1338 1345
1339 /* First object on this space */ 1346 /* First object on this space */
1340 if (!top) 1347 if (!top)
1341 { 1348 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1349 op->above = ms.bot;
1343 1350
1344 if (op->above) 1351 if (op->above)
1345 op->above->below = op; 1352 op->above->below = op;
1346 1353
1347 op->below = NULL; 1354 op->below = 0;
1348 op->ms ().bot = op; 1355 ms.bot = op;
1349 } 1356 }
1350 else 1357 else
1351 { /* get inserted into the stack above top */ 1358 { /* get inserted into the stack above top */
1352 op->above = top->above; 1359 op->above = top->above;
1353 1360
1356 1363
1357 op->below = top; 1364 op->below = top;
1358 top->above = op; 1365 top->above = op;
1359 } 1366 }
1360 1367
1361 if (op->above == NULL) 1368 if (!op->above)
1362 op->ms ().top = op; 1369 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1370 } /* else not INS_BELOW_ORIGINATOR */
1364 1371
1365 if (op->type == PLAYER) 1372 if (op->type == PLAYER)
1373 {
1366 op->contr->do_los = 1; 1374 op->contr->do_los = 1;
1375 ++op->map->players;
1376 op->map->touch ();
1377 }
1378
1379 op->map->dirty = true;
1367 1380
1368 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1370 */ 1383 */
1371 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1385 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1386 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1387 pl->contr->ns->floorbox_update ();
1375 1388
1376 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1396 * of effect may be sufficient.
1384 */ 1397 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1387 1400
1425{ 1438{
1426 object *tmp, *tmp1; 1439 object *tmp, *tmp1;
1427 1440
1428 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1429 1442
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1445 tmp->destroy ();
1433 1446
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1448
1439} 1452}
1440 1453
1441object * 1454object *
1442object::insert_at (object *where, object *originator, int flags) 1455object::insert_at (object *where, object *originator, int flags)
1443{ 1456{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1457 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1458}
1446 1459
1447/* 1460/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1461 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains 1462 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1502 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1503 * is subsequently removed and freed.
1491 * 1504 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1505 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1506 */
1494
1495object * 1507object *
1496decrease_ob_nr (object *op, uint32 i) 1508decrease_ob_nr (object *op, uint32 i)
1497{ 1509{
1498 object *tmp; 1510 object *tmp;
1499 1511
1574 1586
1575/* 1587/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1588 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1589 * and also updates how much the environment(s) is/are carrying.
1578 */ 1590 */
1579
1580void 1591void
1581add_weight (object *op, signed long weight) 1592add_weight (object *op, signed long weight)
1582{ 1593{
1583 while (op != NULL) 1594 while (op != NULL)
1584 { 1595 {
1616 * inside the object environment. 1627 * inside the object environment.
1617 * 1628 *
1618 * The function returns now pointer to inserted item, and return value can 1629 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1620 */ 1631 */
1621
1622object * 1632object *
1623object::insert (object *op) 1633object::insert (object *op)
1624{ 1634{
1625 object *tmp, *otmp; 1635 object *tmp, *otmp;
1626 1636
1758 1768
1759 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
1761 */ 1771 */
1762 1772
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1773 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1774 {
1765 /* Trim the search when we find the first other spell effect 1775 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1776 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1777 * we don't need to check all of them.
1768 */ 1778 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1798 {
1789 1799
1790 float 1800 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1801 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1802
1793 if (op->type == PLAYER) 1803 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1806 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
1827 */ 1837 */
1828object * 1838object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1839present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1840{
1831 if (m == NULL || out_of_map (m, x, y)) 1841 if (!m || out_of_map (m, x, y))
1832 { 1842 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1843 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1844 return NULL;
1835 } 1845 }
1836 1846
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1847 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1848 if (tmp->arch == at)
1839 return tmp; 1849 return tmp;
1840 1850
1841 return NULL; 1851 return NULL;
1842} 1852}
1853 { 1863 {
1854 LOG (llevError, "Present called outside map.\n"); 1864 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1865 return NULL;
1856 } 1866 }
1857 1867
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1869 if (tmp->type == type)
1860 return tmp; 1870 return tmp;
1861 1871
1862 return NULL; 1872 return NULL;
1863} 1873}
2003 } 2013 }
2004 2014
2005 if (!index) 2015 if (!index)
2006 return -1; 2016 return -1;
2007 2017
2008 return altern[RANDOM () % index]; 2018 return altern [rndm (index)];
2009} 2019}
2010 2020
2011/* 2021/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2022 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2023 * find_free_spot(), but it will search max number of squares.
2034{ 2044{
2035 arr += begin; 2045 arr += begin;
2036 end -= begin; 2046 end -= begin;
2037 2047
2038 while (--end) 2048 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2049 swap (arr [end], arr [rndm (end + 1)]);
2040} 2050}
2041 2051
2042/* new function to make monster searching more efficient, and effective! 2052/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2053 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2054 * the spaces to find monsters. In this way, it won't always look for
2178 2188
2179 return 3; 2189 return 3;
2180} 2190}
2181 2191
2182/* 2192/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2193 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2194 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2195 */
2204
2205int 2196int
2206dirdiff (int dir1, int dir2) 2197dirdiff (int dir1, int dir2)
2207{ 2198{
2208 int d; 2199 int d;
2209 2200
2375 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (object_create_clone (item), dst);
2376 2367
2377 return dst; 2368 return dst;
2378} 2369}
2379 2370
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2372 * has the same type and subtype match.
2420 * returns NULL if no match. 2373 * returns NULL if no match.
2421 */ 2374 */
2422object * 2375object *
2475 if (link->key == canonical_key) 2428 if (link->key == canonical_key)
2476 return link->value; 2429 return link->value;
2477 2430
2478 return 0; 2431 return 0;
2479} 2432}
2480
2481 2433
2482/* 2434/*
2483 * Updates the canonical_key in op to value. 2435 * Updates the canonical_key in op to value.
2484 * 2436 *
2485 * canonical_key is a shared string (value doesn't have to be). 2437 * canonical_key is a shared string (value doesn't have to be).
2588 } 2540 }
2589 else 2541 else
2590 item = item->env; 2542 item = item->env;
2591} 2543}
2592 2544
2545
2546const char *
2547object::flag_desc (char *desc, int len) const
2548{
2549 char *p = desc;
2550 bool first = true;
2551
2552 *p = 0;
2553
2554 for (int i = 0; i < NUM_FLAGS; i++)
2555 {
2556 if (len <= 10) // magic constant!
2557 {
2558 snprintf (p, len, ",...");
2559 break;
2560 }
2561
2562 if (flag [i])
2563 {
2564 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2565 len -= cnt;
2566 p += cnt;
2567 first = false;
2568 }
2569 }
2570
2571 return desc;
2572}
2573
2593// return a suitable string describing an objetc in enough detail to find it 2574// return a suitable string describing an object in enough detail to find it
2594const char * 2575const char *
2595object::debug_desc (char *info) const 2576object::debug_desc (char *info) const
2596{ 2577{
2578 char flagdesc[512];
2597 char info2[256 * 3]; 2579 char info2[256 * 4];
2598 char *p = info; 2580 char *p = info;
2599 2581
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2582 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2601 count, 2583 count, uuid.seq,
2602 &name, 2584 &name,
2603 title ? " " : "", 2585 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2586 title ? (const char *)title : "",
2587 flag_desc (flagdesc, 512), type);
2605 2588
2606 if (env) 2589 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2590 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2591
2609 if (map) 2592 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2593 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2594
2612 return info; 2595 return info;
2613} 2596}
2614 2597
2615const char * 2598const char *
2616object::debug_desc () const 2599object::debug_desc () const
2617{ 2600{
2618 static char info[256 * 3]; 2601 static char info[3][256 * 4];
2602 static int info_idx;
2603
2619 return debug_desc (info); 2604 return debug_desc (info [++info_idx % 3]);
2620} 2605}
2621 2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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