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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.159 by root, Mon Jun 4 13:04:00 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,
322sum_weight (object *op) 325sum_weight (object *op)
323{ 326{
324 long sum; 327 long sum;
325 object *inv; 328 object *inv;
326 329
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 331 {
329 if (inv->inv) 332 if (inv->inv)
330 sum_weight (inv); 333 sum_weight (inv);
334
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 336 }
333 337
334 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 359/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 361 * Some error messages.
358 * 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.
359 */ 363 */
360
361char * 364char *
362dump_object (object *op) 365dump_object (object *op)
363{ 366{
364 if (!op) 367 if (!op)
365 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
366 369
367 object_freezer freezer; 370 object_freezer freezer;
368 save_object (freezer, op, 1); 371 op->write (freezer);
369 return freezer.as_string (); 372 return freezer.as_string ();
370} 373}
371 374
372/* 375/*
373 * 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
390} 393}
391 394
392/* 395/*
393 * 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.
394 */ 397 */
395
396object * 398object *
397find_object (tag_t i) 399find_object (tag_t i)
398{ 400{
399 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
400 if (op->count == i) 402 if (op->count == i)
401 return op; 403 return op;
402 404
403 return 0; 405 return 0;
404} 406}
405 407
406/* 408/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
410 */ 412 */
411
412object * 413object *
413find_object_name (const char *str) 414find_object_name (const char *str)
414{ 415{
415 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
416 object *op; 417 object *op;
417 418
418 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
419 if (op->name == str_) 420 if (op->name == str_)
420 break; 421 break;
421 422
422 return op; 423 return op;
423} 424}
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
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
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 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 ();
525 593
526 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 ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
564 } 651 }
565 652
566 this->speed = speed; 653 this->speed = speed;
567 654
568 if (has_active_speed ()) 655 if (has_active_speed ())
569 activate (false); 656 activate ();
570 else 657 else
571 deactivate (false); 658 deactivate ();
572} 659}
573 660
574/* 661/*
575 * update_object() updates the the map. 662 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
624 return; 709 return;
625 } 710 }
626 711
627 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
628 713
629 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 715 /* nop */;
631 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
632 { 717 {
633 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* 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
644 * to have move_allow right now. 729 * to have move_allow right now.
645 */ 730 */
646 || ((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
647 || 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)
648 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
649 } 734 }
650 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 737 * that is being removed.
653 */ 738 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
658 else 743 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 745
661 if (op->more) 746 if (op->more)
662 update_object (op->more, action); 747 update_object (op->more, action);
663} 748}
664 749
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 750object::object ()
669{ 751{
670 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
671 753
672 expmul = 1.0; 754 expmul = 1.0;
673 face = blank_face; 755 face = blank_face;
674} 756}
675 757
676object::~object () 758object::~object ()
677{ 759{
760 unlink ();
761
678 free_key_values (this); 762 free_key_values (this);
679} 763}
680 764
765static int object_count;
766
681void object::link () 767void object::link ()
682{ 768{
683 count = ++ob_count; 769 assert (!index);//D
684 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
685 772
686 prev = 0; 773 refcnt_inc ();
687 next = object::first; 774 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 775}
694 776
695void object::unlink () 777void object::unlink ()
696{ 778{
697 if (this == object::first) 779 if (!index)
698 object::first = next; 780 return;
699 781
700 /* Remove this object from the list of used objects */ 782 objects.erase (this);
701 if (prev) prev->next = next; 783 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 784}
707 785
708void 786void
709object::activate (bool recursive) 787object::activate ()
710{ 788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
711 if (has_active_speed ()) 793 if (has_active_speed ())
712 { 794 actives.insert (this);
713 /* If already on active list, don't do anything */ 795}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 796
717 /* process_events() expects us to insert the object at the beginning 797void
718 * of the list. */ 798object::activate_recursive ()
719 active_next = active_objects; 799{
800 activate ();
720 801
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 802 for (object *op = inv; op; op = op->below)
729 op->activate (1); 803 op->activate_recursive ();
730} 804}
731 805
732/* This function removes object 'op' from the list of active 806/* This function removes object 'op' from the list of active
733 * objects. 807 * objects.
734 * This should only be used for style maps or other such 808 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 810 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 811 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 812 * will do the right thing based on the speed of the object.
739 */ 813 */
740void 814void
741object::deactivate (bool recursive) 815object::deactivate ()
742{ 816{
743 /* If not on the active list, nothing needs to be done */ 817 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 818 if (!active)
745 return; 819 return;
746 820
747 if (active_prev == 0) 821 actives.erase (this);
748 { 822}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 823
760 active_next = 0; 824void
761 active_prev = 0; 825object::deactivate_recursive ()
762 826{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
765 op->deactivate (1); 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 }
766} 841}
767 842
768/* 843/*
769 * 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.
770 * object.c ? 845 * object.c ?
785 * drop on that space. 860 * drop on that space.
786 */ 861 */
787 if (!drop_to_ground 862 if (!drop_to_ground
788 || !map 863 || !map
789 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
791 { 867 {
792 while (inv) 868 while (inv)
793 { 869 {
794 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
803 879
804 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 882 || op->type == RUNE
807 || op->type == TRAP 883 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 886 op->destroy ();
810 else 887 else
811 map->insert (op, x, y); 888 map->insert (op, x, y);
812 } 889 }
813 } 890 }
821} 898}
822 899
823void 900void
824object::do_destroy () 901object::do_destroy ()
825{ 902{
903 attachable::do_destroy ();
904
826 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 906 remove_button_link (this);
828 907
829 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 909 remove_friendly_object (this);
831 910
832 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
833 remove (); 912 remove ();
834 913
835 if (flag [FLAG_FREED]) 914 destroy_inv (true);
836 return;
837 915
838 set_speed (0); 916 deactivate ();
917 unlink ();
839 918
840 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 920
847 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
848 { 922 {
849 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
850 924
855 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 930 freed_map->width = 3;
857 freed_map->height = 3; 931 freed_map->height = 3;
858 932
859 freed_map->alloc (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
860 } 935 }
861 936
862 map = freed_map; 937 map = freed_map;
863 x = 1; 938 x = 1;
864 y = 1; 939 y = 1;
874 949
875 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
876 owner = 0; 951 owner = 0;
877 enemy = 0; 952 enemy = 0;
878 attacked_by = 0; 953 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 954}
883 955
884void 956void
885object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
886{ 958{
914 * 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
915 * 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
916 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
918 * the previous environment. 990 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 991 */
921void 992void
922object::remove () 993object::do_remove ()
923{ 994{
924 object *tmp, *last = 0; 995 object *tmp, *last = 0;
925 object *otmp; 996 object *otmp;
926 997
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 1041 }
971 else if (map) 1042 else if (map)
972 { 1043 {
973 if (type == PLAYER) 1044 if (type == PLAYER)
974 { 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
975 --map->players; 1052 --map->players;
976 map->last_access = runtime; 1053 map->touch ();
977 } 1054 }
978 1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
979 1058
980 /* link the object above us */ 1059 /* link the object above us */
981 if (above) 1060 if (above)
982 above->below = below; 1061 above->below = below;
983 else 1062 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
985 1064
986 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
987 if (below) 1066 if (below)
988 below->above = above; 1067 below->above = above;
989 else 1068 else
991 /* 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
992 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
993 * evident 1072 * evident
994 */ 1073 */
995 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "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 ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 1076
1006 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1007 } 1078 }
1008 1079
1009 above = 0; 1080 above = 0;
1010 below = 0; 1081 below = 0;
1011 1082
1012 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1013 return; 1084 return;
1014 1085
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1087
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1089 {
1019 /* 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
1020 * being removed. 1091 * being removed.
1021 */ 1092 */
1022 1093
1056 } 1127 }
1057 1128
1058 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1131 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1062 else 1133 else
1063 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1064 1135
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1102 } 1173 }
1103 1174
1104 return 0; 1175 return 0;
1105} 1176}
1106 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1107/* 1201/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1110 */ 1204 */
1111object * 1205object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1207{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 { 1209 {
1116 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1117 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1118 } 1212 }
1119 1213
1120 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1121} 1215}
1122 1216
1141 * just 'op' otherwise 1235 * just 'op' otherwise
1142 */ 1236 */
1143object * 1237object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1146 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1147 sint16 x, y;
1148 1243
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154 1245
1155 if (!m) 1246#if 0
1156 { 1247 if (!m->active != !op->active)
1157 char *dump = dump_object (op); 1248 if (m->active)
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1159 free (dump); 1250 else
1160 return op; 1251 op->deactivate_recursive ();
1161 } 1252#endif
1162 1253
1163 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1164 { 1255 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1167#ifdef MANY_CORES 1257#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted. 1260 * improperly inserted.
1171 */ 1261 */
1172 abort (); 1262 abort ();
1173#endif 1263#endif
1174 free (dump);
1175 return op; 1264 return op;
1176 } 1265 }
1177 1266
1178 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1179 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op; 1269 return 0;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more;
1191
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1209 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1212 return 0;
1213 }
1214 }
1215 1270
1216 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1217 1272
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1275 * need extra work
1221 */ 1276 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1278 return 0;
1224 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1225 1282
1226 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1227 */ 1284 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1231 { 1288 {
1232 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1290 tmp->destroy ();
1234 } 1291 }
1251 op->below = originator->below; 1308 op->below = originator->below;
1252 1309
1253 if (op->below) 1310 if (op->below)
1254 op->below->above = op; 1311 op->below->above = op;
1255 else 1312 else
1256 op->ms ().bot = op; 1313 ms.bot = op;
1257 1314
1258 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1259 originator->below = op; 1316 originator->below = op;
1260 } 1317 }
1261 else 1318 else
1262 { 1319 {
1320 top = ms.bot;
1321
1263 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1324 {
1266 object *last = 0; 1325 object *last = 0;
1267 1326
1268 /* 1327 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1275 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1279 */ 1338 */
1280 while (top) 1339 for (top = ms.bot; top; top = top->above)
1281 { 1340 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1342 floor = top;
1284 1343
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1288 top = top->below; 1347 top = top->below;
1289 break; 1348 break;
1290 } 1349 }
1291 1350
1292 last = top; 1351 last = top;
1293 top = top->above;
1294 } 1352 }
1295 1353
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1355 top = last;
1298 1356
1300 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1302 */ 1360 */
1303 1361
1304 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1366 * stacking is a bit odd.
1309 */ 1367 */
1310 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1312 { 1371 {
1313 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1374 break;
1375
1316 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1379 * set top to the object below us.
1320 */ 1380 */
1322 top = last->below; 1382 top = last->below;
1323 } 1383 }
1324 } /* If objects on this space */ 1384 } /* If objects on this space */
1325 1385
1326 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1328 1388
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1390 top = floor;
1331 1391
1332 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1393 */
1334 1394
1335 /* First object on this space */ 1395 /* First object on this space */
1336 if (!top) 1396 if (!top)
1337 { 1397 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1339 1399
1340 if (op->above) 1400 if (op->above)
1341 op->above->below = op; 1401 op->above->below = op;
1342 1402
1343 op->below = 0; 1403 op->below = 0;
1344 op->ms ().bot = op; 1404 ms.bot = op;
1345 } 1405 }
1346 else 1406 else
1347 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1348 op->above = top->above; 1408 op->above = top->above;
1349 1409
1353 op->below = top; 1413 op->below = top;
1354 top->above = op; 1414 top->above = op;
1355 } 1415 }
1356 1416
1357 if (!op->above) 1417 if (!op->above)
1358 op->ms ().top = op; 1418 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1360 1420
1361 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1362 { 1422 {
1363 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1364 ++op->map->players; 1424 ++op->map->players;
1365 op->map->last_access = runtime; 1425 op->map->touch ();
1366 } 1426 }
1427
1428 op->map->dirty = true;
1367 1429
1368 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1370 */ 1432 */
1371 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1435 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1375 1437
1376 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1440 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1441 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1442 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1443 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1444 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1445 * of effect may be sufficient.
1384 */ 1446 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1447 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1448 update_all_los (op->map, op->x, op->y);
1387 1449
1398 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1461 * update_object().
1400 */ 1462 */
1401 1463
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1466 {
1405 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1406 return 0; 1468 return 0;
1407 1469
1408 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1471 * walk on's.
1410 */ 1472 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1413 return 0; 1475 return 0;
1414 } 1476 }
1415 1477
1416 return op; 1478 return op;
1425{ 1487{
1426 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1427 1489
1428 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1429 1491
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1494 tmp->destroy ();
1433 1495
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1497
1436 tmp1->x = op->x; 1498 tmp1->x = op->x;
1439} 1501}
1440 1502
1441object * 1503object *
1442object::insert_at (object *where, object *originator, int flags) 1504object::insert_at (object *where, object *originator, int flags)
1443{ 1505{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1506 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1507}
1446 1508
1447/* 1509/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1491 * 1553 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1555 */
1494
1495object * 1556object *
1496decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1497{ 1558{
1498 object *tmp; 1559 object *tmp;
1499 1560
1574 1635
1575/* 1636/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1578 */ 1639 */
1579
1580void 1640void
1581add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1582{ 1642{
1583 while (op != NULL) 1643 while (op != NULL)
1584 { 1644 {
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1660 free (dump);
1601 return op; 1661 return op;
1602 } 1662 }
1603 1663
1604 if (where->head) 1664 if (where->head_ () != where)
1605 { 1665 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1667 where = where->head;
1608 } 1668 }
1609 1669
1610 return where->insert (op); 1670 return where->insert (op);
1611} 1671}
1616 * inside the object environment. 1676 * inside the object environment.
1617 * 1677 *
1618 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1620 */ 1680 */
1621
1622object * 1681object *
1623object::insert (object *op) 1682object::insert (object *op)
1624{ 1683{
1625 object *tmp, *otmp; 1684 object *tmp, *otmp;
1626 1685
1758 1817
1759 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1761 */ 1820 */
1762 1821
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1823 {
1765 /* Trim the search when we find the first other spell effect 1824 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1825 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1826 * we don't need to check all of them.
1768 */ 1827 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1847 {
1789 1848
1790 float 1849 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1851
1793 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1855 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1827 */ 1886 */
1828object * 1887object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1888present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1889{
1831 if (m == NULL || out_of_map (m, x, y)) 1890 if (!m || out_of_map (m, x, y))
1832 { 1891 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1892 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1893 return NULL;
1835 } 1894 }
1836 1895
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1897 if (tmp->arch == at)
1839 return tmp; 1898 return tmp;
1840 1899
1841 return NULL; 1900 return NULL;
1842} 1901}
1853 { 1912 {
1854 LOG (llevError, "Present called outside map.\n"); 1913 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1914 return NULL;
1856 } 1915 }
1857 1916
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1917 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1918 if (tmp->type == type)
1860 return tmp; 1919 return tmp;
1861 1920
1862 return NULL; 1921 return NULL;
1863} 1922}
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 { 2000 {
1942 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1944 } 2003 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 2004}
1959 2005
1960/* 2006/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2003 } 2049 }
2004 2050
2005 if (!index) 2051 if (!index)
2006 return -1; 2052 return -1;
2007 2053
2008 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2009} 2055}
2010 2056
2011/* 2057/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2034{ 2080{
2035 arr += begin; 2081 arr += begin;
2036 end -= begin; 2082 end -= begin;
2037 2083
2038 while (--end) 2084 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2040} 2086}
2041 2087
2042/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2126 object *tmp;
2081 maptile *mp; 2127 maptile *mp;
2082 2128
2083 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2084 2130
2085 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2086 { 2132 {
2087 exclude = exclude->head; 2133 exclude = exclude->head;
2088 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2089 } 2135 }
2090 else 2136 else
2113 max = maxfree[i]; 2159 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2115 { 2161 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2165 break;
2120 2166
2121 if (tmp) 2167 if (tmp)
2122 return freedir[i]; 2168 return freedir[i];
2123 } 2169 }
2178 2224
2179 return 3; 2225 return 3;
2180} 2226}
2181 2227
2182/* 2228/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2231 */
2204
2205int 2232int
2206dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2207{ 2234{
2208 int d; 2235 int d;
2209 2236
2337 * create clone from object to another 2364 * create clone from object to another
2338 */ 2365 */
2339object * 2366object *
2340object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2341{ 2368{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2343 2370
2344 if (!asrc) 2371 if (!asrc)
2345 return 0; 2372 return 0;
2346 2373
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2374 src = asrc->head_ ();
2350 2375
2351 prev = 0; 2376 prev = 0;
2352 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2353 { 2378 {
2354 tmp = part->clone (); 2379 tmp = part->clone ();
2355 tmp->x -= src->x; 2380 tmp->x -= src->x;
2356 tmp->y -= src->y; 2381 tmp->y -= src->y;
2357 2382
2375 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2376 2401
2377 return dst; 2402 return dst;
2378} 2403}
2379 2404
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2406 * has the same type and subtype match.
2420 * returns NULL if no match. 2407 * returns NULL if no match.
2421 */ 2408 */
2422object * 2409object *
2475 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2476 return link->value; 2463 return link->value;
2477 2464
2478 return 0; 2465 return 0;
2479} 2466}
2480
2481 2467
2482/* 2468/*
2483 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2484 * 2470 *
2485 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2498 * we get this value back again.
2513 */ 2499 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2501 field->value = 0;
2516 else 2502 else
2517 { 2503 {
2518 if (last) 2504 if (last)
2519 last->next = field->next; 2505 last->next = field->next;
2595object::flag_desc (char *desc, int len) const 2581object::flag_desc (char *desc, int len) const
2596{ 2582{
2597 char *p = desc; 2583 char *p = desc;
2598 bool first = true; 2584 bool first = true;
2599 2585
2586 *p = 0;
2587
2600 for (int i = 0; i < NUM_FLAGS; i++) 2588 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2589 {
2602 if (len <= 10) // magic constant! 2590 if (len <= 10) // magic constant!
2603 { 2591 {
2604 snprintf (p, len, ",..."); 2592 snprintf (p, len, ",...");
2605 break; 2593 break;
2606 } 2594 }
2607 2595
2608 if (flag[i]) 2596 if (flag [i])
2609 { 2597 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2598 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2599 len -= cnt;
2612 p += cnt; 2600 p += cnt;
2613 first = false; 2601 first = false;
2615 } 2603 }
2616 2604
2617 return desc; 2605 return desc;
2618} 2606}
2619 2607
2620// return a suitable string describing an objetc in enough detail to find it 2608// return a suitable string describing an object in enough detail to find it
2621const char * 2609const char *
2622object::debug_desc (char *info) const 2610object::debug_desc (char *info) const
2623{ 2611{
2624 char flagdesc[512]; 2612 char flagdesc[512];
2625 char info2[256 * 4]; 2613 char info2[256 * 4];
2626 char *p = info; 2614 char *p = info;
2627 2615
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2617 count, uuid.seq,
2630 &name, 2618 &name,
2631 title ? "\",title:" : "", 2619 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2620 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2621 flag_desc (flagdesc, 512), type);
2634 2622
2635 if (env) 2623 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2630}
2643 2631
2644const char * 2632const char *
2645object::debug_desc () const 2633object::debug_desc () const
2646{ 2634{
2647 static char info[256 * 3]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2648 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2649} 2639}
2650 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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