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Comparing deliantra/server/common/object.C (file contents):
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 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 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
528} 557}
529 558
530object * 559object *
531object::clone () 560object::clone ()
532{ 561{
538/* 567/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 568 * 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 569 * 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. 570 * be called to update the face variable, _and_ how it looks on the map.
542 */ 571 */
543
544void 572void
545update_turn_face (object *op) 573update_turn_face (object *op)
546{ 574{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 575 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 576 return;
577
549 SET_ANIMATION (op, op->direction); 578 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
551} 580}
552 581
553/* 582/*
556 * This function needs to be called whenever the speed of an object changes. 585 * This function needs to be called whenever the speed of an object changes.
557 */ 586 */
558void 587void
559object::set_speed (float speed) 588object::set_speed (float speed)
560{ 589{
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) 590 if (flag [FLAG_FREED] && speed)
567 { 591 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 592 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 593 speed = 0;
570 } 594 }
571 595
572 this->speed = speed; 596 this->speed = speed;
573 597
574 if (arch_init) 598 if (has_active_speed ())
575 return; 599 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 600 else
593 { 601 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} 602}
648 603
649/* 604/*
650 * update_object() updates the the map. 605 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
665 */ 620 */
666void 621void
667update_object (object *op, int action) 622update_object (object *op, int action)
668{ 623{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 624 if (op == NULL)
672 { 625 {
673 /* this should never happen */ 626 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 628 return;
699 return; 652 return;
700 } 653 }
701 654
702 mapspace &m = op->ms (); 655 mapspace &m = op->ms ();
703 656
704 if (m.flags_ & P_NEED_UPDATE) 657 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 658 /* nop */;
706 else if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
707 { 660 {
708 // this is likely overkill, TODO: revisit (schmorp) 661 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 662 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 671 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 672 * to have move_allow right now.
720 */ 673 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 674 || ((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) 675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 676 m.flags_ = 0;
724 } 677 }
725 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 680 * that is being removed.
728 */ 681 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 683 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
733 else 686 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 688
736 if (op->more) 689 if (op->more)
737 update_object (op->more, action); 690 update_object (op->more, action);
738} 691}
739 692
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 693object::object ()
744{ 694{
745 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
746 696
747 expmul = 1.0; 697 expmul = 1.0;
748 face = blank_face; 698 face = blank_face;
749} 699}
750 700
751object::~object () 701object::~object ()
752{ 702{
703 unlink ();
704
753 free_key_values (this); 705 free_key_values (this);
754} 706}
755 707
708static int object_count;
709
756void object::link () 710void object::link ()
757{ 711{
758 count = ++ob_count; 712 assert (!index);//D
759 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
760 715
761 prev = 0; 716 refcnt_inc ();
762 next = object::first; 717 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 718}
769 719
770void object::unlink () 720void object::unlink ()
771{ 721{
772 if (this == object::first) 722 if (!index)
773 object::first = next; 723 return;
774 724
775 /* Remove this object from the list of used objects */ 725 objects.erase (this);
776 if (prev) prev->next = next; 726 refcnt_dec ();
777 if (next) next->prev = prev; 727}
778 728
779 prev = 0; 729void
780 next = 0; 730object::activate ()
731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
735
736 if (has_active_speed ())
737 actives.insert (this);
738}
739
740void
741object::activate_recursive ()
742{
743 activate ();
744
745 for (object *op = inv; op; op = op->below)
746 op->activate_recursive ();
747}
748
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758object::deactivate ()
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!active)
762 return;
763
764 actives.erase (this);
765}
766
767void
768object::deactivate_recursive ()
769{
770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
781} 784}
782 785
783/* 786/*
784 * Remove and free all objects in the inventory of the given object. 787 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 788 * object.c ?
800 * drop on that space. 803 * drop on that space.
801 */ 804 */
802 if (!drop_to_ground 805 if (!drop_to_ground
803 || !map 806 || !map
804 || map->in_memory != MAP_IN_MEMORY 807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 809 || ms ().move_block == MOVE_ALL)
806 { 810 {
807 while (inv) 811 while (inv)
808 { 812 {
809 inv->destroy_inv (drop_to_ground); 813 inv->destroy_inv (drop_to_ground);
818 822
819 if (op->flag [FLAG_STARTEQUIP] 823 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 824 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 825 || op->type == RUNE
822 || op->type == TRAP 826 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 829 op->destroy ();
825 else 830 else
826 map->insert (op, x, y); 831 map->insert (op, x, y);
827 } 832 }
828 } 833 }
836} 841}
837 842
838void 843void
839object::do_destroy () 844object::do_destroy ()
840{ 845{
846 attachable::do_destroy ();
847
841 if (flag [FLAG_IS_LINKED]) 848 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 849 remove_button_link (this);
843 850
844 if (flag [FLAG_FRIENDLY]) 851 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 852 remove_friendly_object (this);
846 853
847 if (!flag [FLAG_REMOVED]) 854 if (!flag [FLAG_REMOVED])
848 remove (); 855 remove ();
849 856
850 if (flag [FLAG_FREED]) 857 destroy_inv (true);
851 return;
852 858
853 set_speed (0); 859 deactivate ();
860 unlink ();
854 861
855 flag [FLAG_FREED] = 1; 862 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 863
862 // hack to ensure that freed objects still have a valid map 864 // hack to ensure that freed objects still have a valid map
863 { 865 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 866 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 867
869 871
870 freed_map->name = "/internal/freed_objects_map"; 872 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 873 freed_map->width = 3;
872 freed_map->height = 3; 874 freed_map->height = 3;
873 875
874 freed_map->allocate (); 876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
875 } 878 }
876 879
877 map = freed_map; 880 map = freed_map;
878 x = 1; 881 x = 1;
879 y = 1; 882 y = 1;
889 892
890 // clear those pointers that likely might have circular references to us 893 // clear those pointers that likely might have circular references to us
891 owner = 0; 894 owner = 0;
892 enemy = 0; 895 enemy = 0;
893 attacked_by = 0; 896 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 897}
898 898
899void 899void
900object::destroy (bool destroy_inventory) 900object::destroy (bool destroy_inventory)
901{ 901{
929 * This function removes the object op from the linked list of objects 929 * 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 930 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
933 * the previous environment. 933 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 934 */
936void 935void
937object::remove () 936object::do_remove ()
938{ 937{
939 object *tmp, *last = 0; 938 object *tmp, *last = 0;
940 object *otmp; 939 object *otmp;
941 940
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 963 * to save cpu time.
965 */ 964 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 965 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 966 otmp->update_stats ();
968 967
969 if (above != NULL) 968 if (above)
970 above->below = below; 969 above->below = below;
971 else 970 else
972 env->inv = below; 971 env->inv = below;
973 972
974 if (below != NULL) 973 if (below)
975 below->above = above; 974 below->above = above;
976 975
977 /* we set up values so that it could be inserted into 976 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 977 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 978 * to the caller to decide what we want to do.
983 above = 0, below = 0; 982 above = 0, below = 0;
984 env = 0; 983 env = 0;
985 } 984 }
986 else if (map) 985 else if (map)
987 { 986 {
988 /* Re did the following section of code - it looks like it had 987 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
995 --map->players;
996 map->touch ();
997 }
998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
991 1001
992 /* link the object above us */ 1002 /* link the object above us */
993 if (above) 1003 if (above)
994 above->below = below; 1004 above->below = below;
995 else 1005 else
996 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
997 1007
998 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
999 if (below) 1009 if (below)
1000 below->above = above; 1010 below->above = above;
1001 else 1011 else
1003 /* Nothing below, which means we need to relink map object for this space 1013 /* 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 1014 * use translated coordinates in case some oddness with map tiling is
1005 * evident 1015 * evident
1006 */ 1016 */
1007 if (GET_MAP_OB (map, x, y) != this) 1017 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); 1018 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 1019
1018 map->at (x, y).bot = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
1019 } 1021 }
1020 1022
1021 above = 0; 1023 above = 0;
1022 below = 0; 1024 below = 0;
1023 1025
1024 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1025 return; 1027 return;
1026 1028
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1030
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1032 {
1031 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1032 * being removed. 1034 * being removed.
1033 */ 1035 */
1034 1036
1046 1048
1047 if (tmp->contr->ns) 1049 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1050 tmp->contr->ns->floorbox_update ();
1049 } 1051 }
1050 1052
1051 /* See if player moving off should effect something */ 1053 /* See if object moving off should effect something */
1052 if (check_walk_off 1054 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1055 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1057 {
1056 move_apply (tmp, this, 0); 1058 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1060 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1062 }
1061 1063
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1066 if (tmp->above == tmp)
1065 tmp->above = 0; 1067 tmp->above = 0;
1066 1068
1067 last = tmp; 1069 last = tmp;
1068 } 1070 }
1069 1071
1070 /* last == NULL of there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1074 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1075 map->at (x, y).flags_ = 0;
1073 else 1076 else
1074 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1075 1078
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1080 update_all_los (map, x, y);
1113 } 1116 }
1114 1117
1115 return 0; 1118 return 0;
1116} 1119}
1117 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1118/* 1144/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1121 */ 1147 */
1122object * 1148object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1150{
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1152 * just 'op' otherwise 1178 * just 'op' otherwise
1153 */ 1179 */
1154object * 1180object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1157 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1158 sint16 x, y;
1159 1186
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1161 {
1162 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL;
1164 }
1165 1188
1166 if (m == NULL) 1189#if 0
1167 { 1190 if (!m->active != !op->active)
1168 char *dump = dump_object (op); 1191 if (m->active)
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1170 free (dump); 1193 else
1171 return op; 1194 op->deactivate_recursive ();
1172 } 1195#endif
1173 1196
1174 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1175 { 1198 {
1176 char *dump = dump_object (op);
1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1178#ifdef MANY_CORES 1200#ifdef MANY_CORES
1179 /* Better to catch this here, as otherwise the next use of this object 1201 /* 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 1202 * is likely to cause a crash. Better to find out where it is getting
1181 * improperly inserted. 1203 * improperly inserted.
1182 */ 1204 */
1183 abort (); 1205 abort ();
1184#endif 1206#endif
1185 free (dump);
1186 return op; 1207 return op;
1187 } 1208 }
1188 1209
1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
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;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more; 1210 if (object *more = op->more)
1202 1211 {
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) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1219 { 1213 {
1220 if (!op->head) 1214 if (!op->head)
1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222 1216
1223 return 0; 1217 return 0;
1228 1222
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* 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 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1231 * need extra work 1225 * need extra work
1232 */ 1226 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1234 x = op->x; 1228 return 0;
1235 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1236 1232
1237 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1238 */ 1234 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1242 { 1238 {
1243 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1240 tmp->destroy ();
1245 } 1241 }
1262 op->below = originator->below; 1258 op->below = originator->below;
1263 1259
1264 if (op->below) 1260 if (op->below)
1265 op->below->above = op; 1261 op->below->above = op;
1266 else 1262 else
1267 op->ms ().bot = op; 1263 ms.bot = op;
1268 1264
1269 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1270 originator->below = op; 1266 originator->below = op;
1271 } 1267 }
1272 else 1268 else
1273 { 1269 {
1270 top = ms.bot;
1271
1274 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1276 { 1274 {
1277 object *last = NULL; 1275 object *last = 0;
1278 1276
1279 /* 1277 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1279 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1280 * 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 1284 * 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 1285 * 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 1286 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1290 */ 1288 */
1291 1289 for (top = ms.bot; top; top = top->above)
1292 while (top != NULL)
1293 { 1290 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1295 floor = top; 1292 floor = top;
1296 1293
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 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; 1297 top = top->below;
1301 break; 1298 break;
1302 } 1299 }
1303 1300
1304 last = top; 1301 last = top;
1305 top = top->above;
1306 } 1302 }
1307 1303
1308 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1309 top = last; 1305 top = last;
1310 1306
1312 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1313 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1314 */ 1310 */
1315 1311
1316 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1317 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1318 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1316 * stacking is a bit odd.
1321 */ 1317 */
1322 if (!(flag & INS_ON_TOP) && 1318 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)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1324 { 1321 {
1325 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break; 1324 break;
1325
1328 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1329 * set top to the object below us.
1332 */ 1330 */
1334 top = last->below; 1332 top = last->below;
1335 } 1333 }
1336 } /* If objects on this space */ 1334 } /* If objects on this space */
1337 1335
1338 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1340 1338
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1340 top = floor;
1343 1341
1344 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1345 */ 1343 */
1346 1344
1347 /* First object on this space */ 1345 /* First object on this space */
1348 if (!top) 1346 if (!top)
1349 { 1347 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1351 1349
1352 if (op->above) 1350 if (op->above)
1353 op->above->below = op; 1351 op->above->below = op;
1354 1352
1355 op->below = NULL; 1353 op->below = 0;
1356 op->ms ().bot = op; 1354 ms.bot = op;
1357 } 1355 }
1358 else 1356 else
1359 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1360 op->above = top->above; 1358 op->above = top->above;
1361 1359
1364 1362
1365 op->below = top; 1363 op->below = top;
1366 top->above = op; 1364 top->above = op;
1367 } 1365 }
1368 1366
1369 if (op->above == NULL) 1367 if (!op->above)
1370 op->ms ().top = op; 1368 ms.top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1372 1370
1373 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1372 {
1374 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1374 ++op->map->players;
1375 op->map->touch ();
1376 }
1377
1378 op->map->dirty = true;
1375 1379
1376 /* If we have a floor, we know the player, if any, will be above 1380 /* 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. 1381 * it, so save a few ticks and start from there.
1378 */ 1382 */
1379 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1381 if (pl->contr->ns) 1385 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1383 1387
1384 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1389 * 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 1390 * 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 1391 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1392 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1395 * of effect may be sufficient.
1392 */ 1396 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1395 1399
1433{ 1437{
1434 object *tmp, *tmp1; 1438 object *tmp, *tmp1;
1435 1439
1436 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1437 1441
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1440 tmp->destroy (); 1444 tmp->destroy ();
1441 1445
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1447
1447} 1451}
1448 1452
1449object * 1453object *
1450object::insert_at (object *where, object *originator, int flags) 1454object::insert_at (object *where, object *originator, int flags)
1451{ 1455{
1452 where->map->insert (this, where->x, where->y, originator, flags); 1456 return where->map->insert (this, where->x, where->y, originator, flags);
1453} 1457}
1454 1458
1455/* 1459/*
1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * 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 1461 * is returned contains nr objects, and the remaining parts contains
1497 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1499 * 1503 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1505 */
1502
1503object * 1506object *
1504decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1505{ 1508{
1506 object *tmp; 1509 object *tmp;
1507 1510
1582 1585
1583/* 1586/*
1584 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1586 */ 1589 */
1587
1588void 1590void
1589add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1590{ 1592{
1591 while (op != NULL) 1593 while (op != NULL)
1592 { 1594 {
1624 * inside the object environment. 1626 * inside the object environment.
1625 * 1627 *
1626 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1628 */ 1630 */
1629
1630object * 1631object *
1631object::insert (object *op) 1632object::insert (object *op)
1632{ 1633{
1633 object *tmp, *otmp; 1634 object *tmp, *otmp;
1634 1635
1766 1767
1767 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1769 */ 1770 */
1770 1771
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1772 { 1773 {
1773 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them. 1776 * we don't need to check all of them.
1776 */ 1777 */
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 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)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 { 1797 {
1797 1798
1798 float 1799 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1801
1801 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 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))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0; 1805 diff /= 4.0;
1834 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1835 */ 1836 */
1836object * 1837object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1839{
1839 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
1840 { 1841 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1843 return NULL;
1843 } 1844 }
1844 1845
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1847 if (tmp->arch == at)
1847 return tmp; 1848 return tmp;
1848 1849
1849 return NULL; 1850 return NULL;
1850} 1851}
1861 { 1862 {
1862 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1864 return NULL;
1864 } 1865 }
1865 1866
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1868 if (tmp->type == type)
1868 return tmp; 1869 return tmp;
1869 1870
1870 return NULL; 1871 return NULL;
1871} 1872}
2011 } 2012 }
2012 2013
2013 if (!index) 2014 if (!index)
2014 return -1; 2015 return -1;
2015 2016
2016 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2017} 2018}
2018 2019
2019/* 2020/*
2020 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2021 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2042{ 2043{
2043 arr += begin; 2044 arr += begin;
2044 end -= begin; 2045 end -= begin;
2045 2046
2046 while (--end) 2047 while (--end)
2047 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2048} 2049}
2049 2050
2050/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2051 * This basically returns a randomized array (in the passed pointer) of 2052 * 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 2053 * the spaces to find monsters. In this way, it won't always look for
2186 2187
2187 return 3; 2188 return 3;
2188} 2189}
2189 2190
2190/* 2191/*
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 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2194 */
2212
2213int 2195int
2214dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2215{ 2197{
2216 int d; 2198 int d;
2217 2199
2383 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2384 2366
2385 return dst; 2367 return dst;
2386} 2368}
2387 2369
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 2370/* This returns the first object in who's inventory that
2427 * has the same type and subtype match. 2371 * has the same type and subtype match.
2428 * returns NULL if no match. 2372 * returns NULL if no match.
2429 */ 2373 */
2430object * 2374object *
2483 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2484 return link->value; 2428 return link->value;
2485 2429
2486 return 0; 2430 return 0;
2487} 2431}
2488
2489 2432
2490/* 2433/*
2491 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2492 * 2435 *
2493 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2596 } 2539 }
2597 else 2540 else
2598 item = item->env; 2541 item = item->env;
2599} 2542}
2600 2543
2544
2545const char *
2546object::flag_desc (char *desc, int len) const
2547{
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571}
2572
2601// return a suitable string describing an objetc in enough detail to find it 2573// return a suitable string describing an object in enough detail to find it
2602const char * 2574const char *
2603object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2604{ 2576{
2577 char flagdesc[512];
2605 char info2[256 * 3]; 2578 char info2[256 * 4];
2606 char *p = info; 2579 char *p = info;
2607 2580
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2609 count, 2582 count, uuid.seq,
2610 &name, 2583 &name,
2611 title ? " " : "", 2584 title ? "\",title:\"" : "",
2612 title ? (const char *)title : ""); 2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2613 2587
2614 if (env) 2588 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2590
2617 if (map) 2591 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2592 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2593
2620 return info; 2594 return info;
2621} 2595}
2622 2596
2623const char * 2597const char *
2624object::debug_desc () const 2598object::debug_desc () const
2625{ 2599{
2626 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2627 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2628} 2604}
2629 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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