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Comparing deliantra/server/common/object.C (file contents):
Revision 1.94 by root, Wed Dec 27 05:22:35 2006 UTC vs.
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 1); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
455/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 522 * refcounts and freeing the links.
457 */ 523 */
458static void 524static void
459free_key_values (object *op) 525free_key_values (object *op)
460{ 526{
461 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
462 { 528 {
463 key_value *next = i->next; 529 key_value *next = i->next;
464 delete i; 530 delete i;
465 531
466 i = next; 532 i = next;
467 } 533 }
468 534
469 op->key_values = 0; 535 op->key_values = 0;
470} 536}
471 537
472/* 538object &
473 * copy_to first frees everything allocated by the dst object, 539object::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{ 540{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
485 543
486 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
487 545
488 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 547 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;
496 548
497 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
498 if (key_values) 550 if (src.key_values)
499 { 551 {
500 key_value *tail = 0; 552 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 553 key_values = 0;
504 554
505 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
506 { 556 {
507 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
508 558
509 new_link->next = 0; 559 new_link->next = 0;
510 new_link->key = i->key; 560 new_link->key = i->key;
511 new_link->value = i->value; 561 new_link->value = i->value;
512 562
513 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
514 if (!dst->key_values) 564 if (!key_values)
515 { 565 {
516 dst->key_values = new_link; 566 key_values = new_link;
517 tail = new_link; 567 tail = new_link;
518 } 568 }
519 else 569 else
520 { 570 {
521 tail->next = new_link; 571 tail->next = new_link;
522 tail = new_link; 572 tail = new_link;
523 } 573 }
524 } 574 }
525 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
526 593
527 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
528} 614}
529 615
530object * 616object *
531object::clone () 617object::clone ()
532{ 618{
538/* 624/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * 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 626 * 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. 627 * be called to update the face variable, _and_ how it looks on the map.
542 */ 628 */
543
544void 629void
545update_turn_face (object *op) 630update_turn_face (object *op)
546{ 631{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 633 return;
634
549 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
551} 637}
552 638
553/* 639/*
556 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
557 */ 643 */
558void 644void
559object::set_speed (float speed) 645object::set_speed (float speed)
560{ 646{
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) 647 if (flag [FLAG_FREED] && speed)
567 { 648 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 650 speed = 0;
570 } 651 }
571 652
572 this->speed = speed; 653 this->speed = speed;
573 654
574 if (arch_init) 655 if (has_active_speed ())
575 return; 656 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 657 else
593 { 658 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} 659}
648 660
649/* 661/*
650 * update_object() updates the the map. 662 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
665 */ 677 */
666void 678void
667update_object (object *op, int action) 679update_object (object *op, int action)
668{ 680{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 681 if (op == NULL)
672 { 682 {
673 /* this should never happen */ 683 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 685 return;
699 return; 709 return;
700 } 710 }
701 711
702 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
703 713
704 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 715 /* nop */;
706 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
707 { 717 {
708 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 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 728 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 729 * to have move_allow right now.
720 */ 730 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 731 || ((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) 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
724 } 734 }
725 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 737 * that is being removed.
728 */ 738 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
733 else 743 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 745
736 if (op->more) 746 if (op->more)
737 update_object (op->more, action); 747 update_object (op->more, action);
738} 748}
739 749
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 750object::object ()
744{ 751{
745 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
746 753
747 expmul = 1.0; 754 expmul = 1.0;
748 face = blank_face; 755 face = blank_face;
749} 756}
750 757
751object::~object () 758object::~object ()
752{ 759{
760 unlink ();
761
753 free_key_values (this); 762 free_key_values (this);
754} 763}
755 764
765static int object_count;
766
756void object::link () 767void object::link ()
757{ 768{
758 count = ++ob_count; 769 assert (!index);//D
759 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
760 772
761 prev = 0; 773 refcnt_inc ();
762 next = object::first; 774 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 775}
769 776
770void object::unlink () 777void object::unlink ()
771{ 778{
772 if (this == object::first) 779 if (!index)
773 object::first = next; 780 return;
774 781
775 /* Remove this object from the list of used objects */ 782 objects.erase (this);
776 if (prev) prev->next = next; 783 refcnt_dec ();
777 if (next) next->prev = prev; 784}
778 785
779 prev = 0; 786void
780 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
781} 841}
782 842
783/* 843/*
784 * Remove and free all objects in the inventory of the given object. 844 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 845 * object.c ?
800 * drop on that space. 860 * drop on that space.
801 */ 861 */
802 if (!drop_to_ground 862 if (!drop_to_ground
803 || !map 863 || !map
804 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
805 || map->at (x, y).move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
806 { 867 {
807 while (inv) 868 while (inv)
808 { 869 {
809 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 871 inv->destroy ();
818 879
819 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 882 || op->type == RUNE
822 || op->type == TRAP 883 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 886 op->destroy ();
825 else 887 else
826 map->insert (op, x, y); 888 map->insert (op, x, y);
827 } 889 }
828 } 890 }
836} 898}
837 899
838void 900void
839object::do_destroy () 901object::do_destroy ()
840{ 902{
903 attachable::do_destroy ();
904
841 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 906 remove_button_link (this);
843 907
844 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 909 remove_friendly_object (this);
846 910
847 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
848 remove (); 912 remove ();
849 913
850 if (flag [FLAG_FREED]) 914 destroy_inv (true);
851 return;
852 915
853 set_speed (0); 916 deactivate ();
917 unlink ();
854 918
855 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 920
862 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
863 { 922 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 924
869 928
870 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 930 freed_map->width = 3;
872 freed_map->height = 3; 931 freed_map->height = 3;
873 932
874 freed_map->allocate (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
875 } 935 }
876 936
877 map = freed_map; 937 map = freed_map;
878 x = 1; 938 x = 1;
879 y = 1; 939 y = 1;
889 949
890 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
891 owner = 0; 951 owner = 0;
892 enemy = 0; 952 enemy = 0;
893 attacked_by = 0; 953 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 954}
898 955
899void 956void
900object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
901{ 958{
929 * This function removes the object op from the linked list of objects 986 * 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 987 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
933 * the previous environment. 990 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 991 */
936void 992void
937object::remove () 993object::do_remove ()
938{ 994{
939 object *tmp, *last = 0; 995 object *tmp, *last = 0;
940 object *otmp; 996 object *otmp;
941 997
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 1020 * to save cpu time.
965 */ 1021 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 1023 otmp->update_stats ();
968 1024
969 if (above != NULL) 1025 if (above)
970 above->below = below; 1026 above->below = below;
971 else 1027 else
972 env->inv = below; 1028 env->inv = below;
973 1029
974 if (below != NULL) 1030 if (below)
975 below->above = above; 1031 below->above = above;
976 1032
977 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
983 above = 0, below = 0; 1039 above = 0, below = 0;
984 env = 0; 1040 env = 0;
985 } 1041 }
986 else if (map) 1042 else if (map)
987 { 1043 {
988 /* Re did the following section of code - it looks like it had 1044 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
991 1058
992 /* link the object above us */ 1059 /* link the object above us */
993 if (above) 1060 if (above)
994 above->below = below; 1061 above->below = below;
995 else 1062 else
996 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
997 1064
998 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
999 if (below) 1066 if (below)
1000 below->above = above; 1067 below->above = above;
1001 else 1068 else
1003 /* Nothing below, which means we need to relink map object for this space 1070 /* 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 1071 * use translated coordinates in case some oddness with map tiling is
1005 * evident 1072 * evident
1006 */ 1073 */
1007 if (GET_MAP_OB (map, x, y) != this) 1074 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); 1075 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 1076
1018 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1019 } 1078 }
1020 1079
1021 above = 0; 1080 above = 0;
1022 below = 0; 1081 below = 0;
1023 1082
1024 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1025 return; 1084 return;
1026 1085
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1087
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1089 {
1031 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1032 * being removed. 1091 * being removed.
1033 */ 1092 */
1034 1093
1046 1105
1047 if (tmp->contr->ns) 1106 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1107 tmp->contr->ns->floorbox_update ();
1049 } 1108 }
1050 1109
1051 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1052 if (check_walk_off 1111 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1112 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1114 {
1056 move_apply (tmp, this, 0); 1115 move_apply (tmp, this, 0);
1057 1116
1058 if (destroyed ()) 1117 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1119 }
1061 1120
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp; 1121 last = tmp;
1068 } 1122 }
1069 1123
1070 /* last == NULL of there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1125 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1126 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1127 map->at (x, y).flags_ = 0;
1073 else 1128 else
1074 update_object (last, UP_OBJ_REMOVE); 1129 update_object (last, UP_OBJ_REMOVE);
1075 1130
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1132 update_all_los (map, x, y);
1113 } 1168 }
1114 1169
1115 return 0; 1170 return 0;
1116} 1171}
1117 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1118/* 1196/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1121 */ 1199 */
1122object * 1200object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1202{
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 { 1204 {
1127 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1128 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1129 } 1207 }
1130 1208
1131 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1132} 1210}
1133 1211
1152 * just 'op' otherwise 1230 * just 'op' otherwise
1153 */ 1231 */
1154object * 1232object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1157 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1158 sint16 x, y;
1159 1238
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1161 {
1162 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL;
1164 }
1165 1240
1166 if (m == NULL) 1241#if 0
1167 { 1242 if (!m->active != !op->active)
1168 char *dump = dump_object (op); 1243 if (m->active)
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1170 free (dump); 1245 else
1171 return op; 1246 op->deactivate_recursive ();
1172 } 1247#endif
1173 1248
1174 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1175 { 1250 {
1176 char *dump = dump_object (op);
1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1178#ifdef MANY_CORES 1252#ifdef MANY_CORES
1179 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1180 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1181 * improperly inserted. 1255 * improperly inserted.
1182 */ 1256 */
1183 abort (); 1257 abort ();
1184#endif 1258#endif
1185 free (dump);
1186 return op; 1259 return op;
1187 } 1260 }
1188 1261
1189 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1190 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1191 char *dump = dump_object (op);
1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1194 return op; 1264 return 0;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more;
1202
1203 /* We really need the caller to normalize coordinates - if
1204 * we set the map, that doesn't work if the location is within
1205 * a map and this is straddling an edge. So only if coordinate
1206 * is clear wrong do we normalize it.
1207 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map)
1211 {
1212 /* For backwards compatibility - when not dealing with tiled maps,
1213 * more->map should always point to the parent.
1214 */
1215 more->map = m;
1216 }
1217
1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1220 if (!op->head)
1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222
1223 return 0;
1224 }
1225 }
1226 1265
1227 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1228 1267
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1230 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1231 * need extra work 1270 * need extra work
1232 */ 1271 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1234 x = op->x; 1273 return 0;
1235 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1236 1277
1237 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1238 */ 1279 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1242 { 1283 {
1243 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1285 tmp->destroy ();
1245 } 1286 }
1262 op->below = originator->below; 1303 op->below = originator->below;
1263 1304
1264 if (op->below) 1305 if (op->below)
1265 op->below->above = op; 1306 op->below->above = op;
1266 else 1307 else
1267 op->ms ().bot = op; 1308 ms.bot = op;
1268 1309
1269 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1270 originator->below = op; 1311 originator->below = op;
1271 } 1312 }
1272 else 1313 else
1273 { 1314 {
1315 top = ms.bot;
1316
1274 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1276 { 1319 {
1277 object *last = NULL; 1320 object *last = 0;
1278 1321
1279 /* 1322 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1323 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1324 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1325 * Generally, we want to put the new object on top. But if
1286 * once we get to them. This reduces the need to traverse over all of 1329 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time 1330 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed 1331 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1290 */ 1333 */
1291 1334 for (top = ms.bot; top; top = top->above)
1292 while (top != NULL)
1293 { 1335 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1295 floor = top; 1337 floor = top;
1296 1338
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1300 top = top->below; 1342 top = top->below;
1301 break; 1343 break;
1302 } 1344 }
1303 1345
1304 last = top; 1346 last = top;
1305 top = top->above;
1306 } 1347 }
1307 1348
1308 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1309 top = last; 1350 top = last;
1310 1351
1312 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1313 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1314 */ 1355 */
1315 1356
1316 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1317 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1318 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1361 * stacking is a bit odd.
1321 */ 1362 */
1322 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1324 { 1366 {
1325 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break; 1369 break;
1370
1328 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1374 * set top to the object below us.
1332 */ 1375 */
1334 top = last->below; 1377 top = last->below;
1335 } 1378 }
1336 } /* If objects on this space */ 1379 } /* If objects on this space */
1337 1380
1338 if (flag & INS_MAP_LOAD) 1381 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y); 1382 top = ms.top;
1340 1383
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1384 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1385 top = floor;
1343 1386
1344 /* Top is the object that our object (op) is going to get inserted above. 1387 /* Top is the object that our object (op) is going to get inserted above.
1345 */ 1388 */
1346 1389
1347 /* First object on this space */ 1390 /* First object on this space */
1348 if (!top) 1391 if (!top)
1349 { 1392 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1393 op->above = ms.bot;
1351 1394
1352 if (op->above) 1395 if (op->above)
1353 op->above->below = op; 1396 op->above->below = op;
1354 1397
1355 op->below = NULL; 1398 op->below = 0;
1356 op->ms ().bot = op; 1399 ms.bot = op;
1357 } 1400 }
1358 else 1401 else
1359 { /* get inserted into the stack above top */ 1402 { /* get inserted into the stack above top */
1360 op->above = top->above; 1403 op->above = top->above;
1361 1404
1364 1407
1365 op->below = top; 1408 op->below = top;
1366 top->above = op; 1409 top->above = op;
1367 } 1410 }
1368 1411
1369 if (op->above == NULL) 1412 if (!op->above)
1370 op->ms ().top = op; 1413 ms.top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1414 } /* else not INS_BELOW_ORIGINATOR */
1372 1415
1373 if (op->type == PLAYER) 1416 if (op->type == PLAYER)
1417 {
1374 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1419 ++op->map->players;
1420 op->map->touch ();
1421 }
1422
1423 op->map->dirty = true;
1375 1424
1376 /* If we have a floor, we know the player, if any, will be above 1425 /* If we have a floor, we know the player, if any, will be above
1377 * it, so save a few ticks and start from there. 1426 * it, so save a few ticks and start from there.
1378 */ 1427 */
1379 if (!(flag & INS_MAP_LOAD)) 1428 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1429 if (object *pl = ms.player ())
1381 if (pl->contr->ns) 1430 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1383 1432
1384 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1437 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1438 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1439 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1440 * of effect may be sufficient.
1392 */ 1441 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1442 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1443 update_all_los (op->map, op->x, op->y);
1395 1444
1406 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1456 * update_object().
1408 */ 1457 */
1409 1458
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1412 { 1461 {
1413 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1414 return 0; 1463 return 0;
1415 1464
1416 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1417 * walk on's. 1466 * walk on's.
1418 */ 1467 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1421 return 0; 1470 return 0;
1422 } 1471 }
1423 1472
1424 return op; 1473 return op;
1433{ 1482{
1434 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1435 1484
1436 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1437 1486
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1440 tmp->destroy (); 1489 tmp->destroy ();
1441 1490
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1492
1444 tmp1->x = op->x; 1493 tmp1->x = op->x;
1447} 1496}
1448 1497
1449object * 1498object *
1450object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1451{ 1500{
1452 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1453} 1502}
1454 1503
1455/* 1504/*
1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1457 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1497 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1499 * 1548 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1550 */
1502
1503object * 1551object *
1504decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1505{ 1553{
1506 object *tmp; 1554 object *tmp;
1507 1555
1582 1630
1583/* 1631/*
1584 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1586 */ 1634 */
1587
1588void 1635void
1589add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1590{ 1637{
1591 while (op != NULL) 1638 while (op != NULL)
1592 { 1639 {
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1655 free (dump);
1609 return op; 1656 return op;
1610 } 1657 }
1611 1658
1612 if (where->head) 1659 if (where->head_ () != where)
1613 { 1660 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1662 where = where->head;
1616 } 1663 }
1617 1664
1618 return where->insert (op); 1665 return where->insert (op);
1619} 1666}
1624 * inside the object environment. 1671 * inside the object environment.
1625 * 1672 *
1626 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1628 */ 1675 */
1629
1630object * 1676object *
1631object::insert (object *op) 1677object::insert (object *op)
1632{ 1678{
1633 object *tmp, *otmp; 1679 object *tmp, *otmp;
1634 1680
1766 1812
1767 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1769 */ 1815 */
1770 1816
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1772 { 1818 {
1773 /* Trim the search when we find the first other spell effect 1819 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects, 1820 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them. 1821 * we don't need to check all of them.
1776 */ 1822 */
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 { 1842 {
1797 1843
1798 float 1844 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1846
1801 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0; 1850 diff /= 4.0;
1834 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1835 */ 1881 */
1836object * 1882object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1883present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1884{
1839 if (m == NULL || out_of_map (m, x, y)) 1885 if (!m || out_of_map (m, x, y))
1840 { 1886 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1887 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1888 return NULL;
1843 } 1889 }
1844 1890
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1892 if (tmp->arch == at)
1847 return tmp; 1893 return tmp;
1848 1894
1849 return NULL; 1895 return NULL;
1850} 1896}
1861 { 1907 {
1862 LOG (llevError, "Present called outside map.\n"); 1908 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1909 return NULL;
1864 } 1910 }
1865 1911
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1913 if (tmp->type == type)
1868 return tmp; 1914 return tmp;
1869 1915
1870 return NULL; 1916 return NULL;
1871} 1917}
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 { 1995 {
1950 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1951 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1952 } 1998 }
1953}
1954
1955/*
1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1957 * all it's inventory (recursively).
1958 * If checksums are used, a player will get set_cheat called for
1959 * him/her-self and all object carried by a call to this function.
1960 */
1961void
1962set_cheat (object *op)
1963{
1964 SET_FLAG (op, FLAG_WAS_WIZ);
1965 flag_inv (op, FLAG_WAS_WIZ);
1966} 1999}
1967 2000
1968/* 2001/*
1969 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
1970 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
2011 } 2044 }
2012 2045
2013 if (!index) 2046 if (!index)
2014 return -1; 2047 return -1;
2015 2048
2016 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2017} 2050}
2018 2051
2019/* 2052/*
2020 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2021 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2042{ 2075{
2043 arr += begin; 2076 arr += begin;
2044 end -= begin; 2077 end -= begin;
2045 2078
2046 while (--end) 2079 while (--end)
2047 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2048} 2081}
2049 2082
2050/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2051 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2052 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2088 object *tmp; 2121 object *tmp;
2089 maptile *mp; 2122 maptile *mp;
2090 2123
2091 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2092 2125
2093 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2094 { 2127 {
2095 exclude = exclude->head; 2128 exclude = exclude->head;
2096 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2097 } 2130 }
2098 else 2131 else
2121 max = maxfree[i]; 2154 max = maxfree[i];
2122 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2123 { 2156 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break; 2160 break;
2128 2161
2129 if (tmp) 2162 if (tmp)
2130 return freedir[i]; 2163 return freedir[i];
2131 } 2164 }
2186 2219
2187 return 3; 2220 return 3;
2188} 2221}
2189 2222
2190/* 2223/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int
2197absdir (int d)
2198{
2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2205 return d;
2206}
2207
2208/*
2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2226 */
2212
2213int 2227int
2214dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2215{ 2229{
2216 int d; 2230 int d;
2217 2231
2345 * create clone from object to another 2359 * create clone from object to another
2346 */ 2360 */
2347object * 2361object *
2348object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2349{ 2363{
2350 object *dst = 0, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *prev, *item;
2351 2365
2352 if (!asrc) 2366 if (!asrc)
2353 return 0; 2367 return 0;
2354 2368
2355 src = asrc;
2356 if (src->head)
2357 src = src->head; 2369 src = asrc->head_ ();
2358 2370
2359 prev = 0; 2371 prev = 0;
2360 for (part = src; part; part = part->more) 2372 for (object *part = src; part; part = part->more)
2361 { 2373 {
2362 tmp = part->clone (); 2374 tmp = part->clone ();
2363 tmp->x -= src->x; 2375 tmp->x -= src->x;
2364 tmp->y -= src->y; 2376 tmp->y -= src->y;
2365 2377
2383 insert_ob_in_ob (object_create_clone (item), dst); 2395 insert_ob_in_ob (object_create_clone (item), dst);
2384 2396
2385 return dst; 2397 return dst;
2386} 2398}
2387 2399
2388/* GROS - Creates an object using a string representing its content. */
2389/* Basically, we save the content of the string to a temp file, then call */
2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2391/* but it was simple to make and allows reusing the load_object function. */
2392/* Remember not to use load_object_str in a time-critical situation. */
2393/* Also remember that multiparts objects are not supported for now. */
2394object *
2395load_object_str (const char *obstr)
2396{
2397 object *op;
2398 char filename[MAX_BUF];
2399
2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2401
2402 FILE *tempfile = fopen (filename, "w");
2403
2404 if (tempfile == NULL)
2405 {
2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2407 return NULL;
2408 }
2409
2410 fprintf (tempfile, obstr);
2411 fclose (tempfile);
2412
2413 op = object::create ();
2414
2415 object_thawer thawer (filename);
2416
2417 if (thawer)
2418 load_object (thawer, op, 0);
2419
2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2421 CLEAR_FLAG (op, FLAG_REMOVED);
2422
2423 return op;
2424}
2425
2426/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2427 * has the same type and subtype match. 2401 * has the same type and subtype match.
2428 * returns NULL if no match. 2402 * returns NULL if no match.
2429 */ 2403 */
2430object * 2404object *
2483 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2484 return link->value; 2458 return link->value;
2485 2459
2486 return 0; 2460 return 0;
2487} 2461}
2488
2489 2462
2490/* 2463/*
2491 * Updates the canonical_key in op to value. 2464 * Updates the canonical_key in op to value.
2492 * 2465 *
2493 * canonical_key is a shared string (value doesn't have to be). 2466 * canonical_key is a shared string (value doesn't have to be).
2517 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2518 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2519 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2520 * we get this value back again. 2493 * we get this value back again.
2521 */ 2494 */
2522 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2523 field->value = 0; 2496 field->value = 0;
2524 else 2497 else
2525 { 2498 {
2526 if (last) 2499 if (last)
2527 last->next = field->next; 2500 last->next = field->next;
2596 } 2569 }
2597 else 2570 else
2598 item = item->env; 2571 item = item->env;
2599} 2572}
2600 2573
2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2601// return a suitable string describing an objetc in enough detail to find it 2603// return a suitable string describing an object in enough detail to find it
2602const char * 2604const char *
2603object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2604{ 2606{
2607 char flagdesc[512];
2605 char info2[256 * 3]; 2608 char info2[256 * 4];
2606 char *p = info; 2609 char *p = info;
2607 2610
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2609 count, 2612 count, uuid.seq,
2610 &name, 2613 &name,
2611 title ? " " : "", 2614 title ? "\",title:\"" : "",
2612 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2613 2617
2614 if (env) 2618 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2620
2617 if (map) 2621 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2623
2620 return info; 2624 return info;
2621} 2625}
2622 2626
2623const char * 2627const char *
2624object::debug_desc () const 2628object::debug_desc () const
2625{ 2629{
2626 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2627 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2628} 2634}
2629 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706

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