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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 1.146 by root, Fri May 11 21:07:13 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>
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
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
454/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 476 * refcounts and freeing the links.
456 */ 477 */
457static void 478static void
458free_key_values (object *op) 479free_key_values (object *op)
459{ 480{
460 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
461 { 482 {
462 key_value *next = i->next; 483 key_value *next = i->next;
463 delete i; 484 delete i;
464 485
465 i = next; 486 i = next;
466 } 487 }
467 488
468 op->key_values = 0; 489 op->key_values = 0;
469} 490}
470 491
471/* 492object &
472 * copy_to first frees everything allocated by the dst object, 493object::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{ 494{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 495 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 496 bool is_removed = flag [FLAG_REMOVED];
484 497
485 *(object_copy *)dst = *this; 498 *(object_copy *)this = src;
486 499
487 if (is_freed) 500 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 501 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;
495 502
496 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
497 if (key_values) 504 if (src.key_values)
498 { 505 {
499 key_value *tail = 0; 506 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 507 key_values = 0;
503 508
504 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
505 { 510 {
506 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
507 512
508 new_link->next = 0; 513 new_link->next = 0;
509 new_link->key = i->key; 514 new_link->key = i->key;
510 new_link->value = i->value; 515 new_link->value = i->value;
511 516
512 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
513 if (!dst->key_values) 518 if (!key_values)
514 { 519 {
515 dst->key_values = new_link; 520 key_values = new_link;
516 tail = new_link; 521 tail = new_link;
517 } 522 }
518 else 523 else
519 { 524 {
520 tail->next = new_link; 525 tail->next = new_link;
521 tail = new_link; 526 tail = new_link;
522 } 527 }
523 } 528 }
524 } 529 }
530}
531
532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
525 547
526 dst->set_speed (dst->speed); 548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
527} 568}
528 569
529object * 570object *
530object::clone () 571object::clone ()
531{ 572{
564 } 605 }
565 606
566 this->speed = speed; 607 this->speed = speed;
567 608
568 if (has_active_speed ()) 609 if (has_active_speed ())
569 activate (false); 610 activate ();
570 else 611 else
571 deactivate (false); 612 deactivate ();
572} 613}
573 614
574/* 615/*
575 * update_object() updates the the map. 616 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
590 */ 631 */
591void 632void
592update_object (object *op, int action) 633update_object (object *op, int action)
593{ 634{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 635 if (op == NULL)
597 { 636 {
598 /* this should never happen */ 637 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 639 return;
624 return; 663 return;
625 } 664 }
626 665
627 mapspace &m = op->ms (); 666 mapspace &m = op->ms ();
628 667
629 if (m.flags_ & P_NEED_UPDATE) 668 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 669 /* nop */;
631 else if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
632 { 671 {
633 // this is likely overkill, TODO: revisit (schmorp) 672 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 673 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 682 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 683 * to have move_allow right now.
645 */ 684 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 685 || ((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) 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 687 m.flags_ = 0;
649 } 688 }
650 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 691 * that is being removed.
653 */ 692 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 694 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
658 else 697 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 699
661 if (op->more) 700 if (op->more)
662 update_object (op->more, action); 701 update_object (op->more, action);
663} 702}
664 703
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 704object::object ()
669{ 705{
670 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
671 707
672 expmul = 1.0; 708 expmul = 1.0;
673 face = blank_face; 709 face = blank_face;
674} 710}
675 711
676object::~object () 712object::~object ()
677{ 713{
714 unlink ();
715
678 free_key_values (this); 716 free_key_values (this);
679} 717}
680 718
719static int object_count;
720
681void object::link () 721void object::link ()
682{ 722{
683 count = ++ob_count; 723 assert (!index);//D
684 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
685 726
686 prev = 0; 727 refcnt_inc ();
687 next = object::first; 728 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 729}
694 730
695void object::unlink () 731void object::unlink ()
696{ 732{
697 if (this == object::first) 733 if (!index)
698 object::first = next; 734 return;
699 735
700 /* Remove this object from the list of used objects */ 736 objects.erase (this);
701 if (prev) prev->next = next; 737 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 738}
707 739
708void 740void
709object::activate (bool recursive) 741object::activate ()
710{ 742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
711 if (has_active_speed ()) 747 if (has_active_speed ())
712 { 748 actives.insert (this);
713 /* If already on active list, don't do anything */ 749}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 750
717 /* process_events() expects us to insert the object at the beginning 751void
718 * of the list. */ 752object::activate_recursive ()
719 active_next = active_objects; 753{
754 activate ();
720 755
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) 756 for (object *op = inv; op; op = op->below)
729 op->activate (1); 757 op->activate_recursive ();
730} 758}
731 759
732/* This function removes object 'op' from the list of active 760/* This function removes object 'op' from the list of active
733 * objects. 761 * objects.
734 * This should only be used for style maps or other such 762 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 764 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 765 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 766 * will do the right thing based on the speed of the object.
739 */ 767 */
740void 768void
741object::deactivate (bool recursive) 769object::deactivate ()
742{ 770{
743 /* If not on the active list, nothing needs to be done */ 771 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 772 if (!active)
745 return; 773 return;
746 774
747 if (active_prev == 0) 775 actives.erase (this);
748 { 776}
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 }
759 777
760 active_next = 0; 778void
761 active_prev = 0; 779object::deactivate_recursive ()
762 780{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
765 op->deactivate (1); 784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
766} 795}
767 796
768/* 797/*
769 * Remove and free all objects in the inventory of the given object. 798 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 799 * object.c ?
785 * drop on that space. 814 * drop on that space.
786 */ 815 */
787 if (!drop_to_ground 816 if (!drop_to_ground
788 || !map 817 || !map
789 || map->in_memory != MAP_IN_MEMORY 818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 820 || ms ().move_block == MOVE_ALL)
791 { 821 {
792 while (inv) 822 while (inv)
793 { 823 {
794 inv->destroy_inv (drop_to_ground); 824 inv->destroy_inv (drop_to_ground);
803 833
804 if (op->flag [FLAG_STARTEQUIP] 834 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 835 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 836 || op->type == RUNE
807 || op->type == TRAP 837 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 840 op->destroy ();
810 else 841 else
811 map->insert (op, x, y); 842 map->insert (op, x, y);
812 } 843 }
813 } 844 }
821} 852}
822 853
823void 854void
824object::do_destroy () 855object::do_destroy ()
825{ 856{
857 attachable::do_destroy ();
858
826 if (flag [FLAG_IS_LINKED]) 859 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 860 remove_button_link (this);
828 861
829 if (flag [FLAG_FRIENDLY]) 862 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 863 remove_friendly_object (this);
831 864
832 if (!flag [FLAG_REMOVED]) 865 if (!flag [FLAG_REMOVED])
833 remove (); 866 remove ();
834 867
835 if (flag [FLAG_FREED]) 868 destroy_inv (true);
836 return;
837 869
838 set_speed (0); 870 deactivate ();
871 unlink ();
839 872
840 flag [FLAG_FREED] = 1; 873 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 874
847 // hack to ensure that freed objects still have a valid map 875 // hack to ensure that freed objects still have a valid map
848 { 876 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 877 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 878
855 freed_map->name = "/internal/freed_objects_map"; 883 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 884 freed_map->width = 3;
857 freed_map->height = 3; 885 freed_map->height = 3;
858 886
859 freed_map->alloc (); 887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
860 } 889 }
861 890
862 map = freed_map; 891 map = freed_map;
863 x = 1; 892 x = 1;
864 y = 1; 893 y = 1;
874 903
875 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
876 owner = 0; 905 owner = 0;
877 enemy = 0; 906 enemy = 0;
878 attacked_by = 0; 907 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 908}
883 909
884void 910void
885object::destroy (bool destroy_inventory) 911object::destroy (bool destroy_inventory)
886{ 912{
914 * This function removes the object op from the linked list of objects 940 * 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 941 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
918 * the previous environment. 944 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 945 */
921void 946void
922object::remove () 947object::do_remove ()
923{ 948{
924 object *tmp, *last = 0; 949 object *tmp, *last = 0;
925 object *otmp; 950 object *otmp;
926 951
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 995 }
971 else if (map) 996 else if (map)
972 { 997 {
973 if (type == PLAYER) 998 if (type == PLAYER)
974 { 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
975 --map->players; 1006 --map->players;
976 map->last_access = runtime; 1007 map->touch ();
977 } 1008 }
978 1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
979 1012
980 /* link the object above us */ 1013 /* link the object above us */
981 if (above) 1014 if (above)
982 above->below = below; 1015 above->below = below;
983 else 1016 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
985 1018
986 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
987 if (below) 1020 if (below)
988 below->above = above; 1021 below->above = above;
989 else 1022 else
991 /* Nothing below, which means we need to relink map object for this space 1024 /* 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 1025 * use translated coordinates in case some oddness with map tiling is
993 * evident 1026 * evident
994 */ 1027 */
995 if (GET_MAP_OB (map, x, y) != this) 1028 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); 1029 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 1030
1006 map->at (x, y).bot = above; /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
1007 } 1032 }
1008 1033
1009 above = 0; 1034 above = 0;
1010 below = 0; 1035 below = 0;
1011 1036
1012 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1013 return; 1038 return;
1014 1039
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1041
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1043 {
1019 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1020 * being removed. 1045 * being removed.
1021 */ 1046 */
1022 1047
1056 } 1081 }
1057 1082
1058 /* last == NULL if there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1084 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1085 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = 0;
1062 else 1087 else
1063 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1064 1089
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1102 } 1127 }
1103 1128
1104 return 0; 1129 return 0;
1105} 1130}
1106 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1107/* 1155/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1110 */ 1158 */
1111object * 1159object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1161{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 * just 'op' otherwise 1189 * just 'op' otherwise
1142 */ 1190 */
1143object * 1191object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1146 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1197
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154 1199
1155 if (!m) 1200#if 0
1156 { 1201 if (!m->active != !op->active)
1157 char *dump = dump_object (op); 1202 if (m->active)
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1159 free (dump); 1204 else
1160 return op; 1205 op->deactivate_recursive ();
1161 } 1206#endif
1162 1207
1163 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1164 { 1209 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1167#ifdef MANY_CORES 1211#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object 1212 /* 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 1213 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted. 1214 * improperly inserted.
1171 */ 1215 */
1172 abort (); 1216 abort ();
1173#endif 1217#endif
1174 free (dump);
1175 return op; 1218 return op;
1176 } 1219 }
1177 1220
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
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;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more; 1221 if (object *more = op->more)
1191 1222 {
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) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1224 {
1209 if (!op->head) 1225 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 1227
1212 return 0; 1228 return 0;
1217 1233
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* 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 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1236 * need extra work
1221 */ 1237 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1239 return 0;
1224 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1225 1243
1226 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1227 */ 1245 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1231 { 1249 {
1232 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1251 tmp->destroy ();
1234 } 1252 }
1251 op->below = originator->below; 1269 op->below = originator->below;
1252 1270
1253 if (op->below) 1271 if (op->below)
1254 op->below->above = op; 1272 op->below->above = op;
1255 else 1273 else
1256 op->ms ().bot = op; 1274 ms.bot = op;
1257 1275
1258 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1259 originator->below = op; 1277 originator->below = op;
1260 } 1278 }
1261 else 1279 else
1262 { 1280 {
1281 top = ms.bot;
1282
1263 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1285 {
1266 object *last = 0; 1286 object *last = 0;
1267 1287
1268 /* 1288 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1289 * 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 1295 * 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 1296 * 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 1297 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1279 */ 1299 */
1280 while (top) 1300 for (top = ms.bot; top; top = top->above)
1281 { 1301 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1303 floor = top;
1284 1304
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 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; 1308 top = top->below;
1289 break; 1309 break;
1290 } 1310 }
1291 1311
1292 last = top; 1312 last = top;
1293 top = top->above;
1294 } 1313 }
1295 1314
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1316 top = last;
1298 1317
1300 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1302 */ 1321 */
1303 1322
1304 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1327 * stacking is a bit odd.
1309 */ 1328 */
1310 if (!(flag & INS_ON_TOP) && 1329 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)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1312 { 1332 {
1313 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1335 break;
1336
1316 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1340 * set top to the object below us.
1320 */ 1341 */
1322 top = last->below; 1343 top = last->below;
1323 } 1344 }
1324 } /* If objects on this space */ 1345 } /* If objects on this space */
1325 1346
1326 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1328 1349
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1351 top = floor;
1331 1352
1332 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1354 */
1334 1355
1335 /* First object on this space */ 1356 /* First object on this space */
1336 if (!top) 1357 if (!top)
1337 { 1358 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1339 1360
1340 if (op->above) 1361 if (op->above)
1341 op->above->below = op; 1362 op->above->below = op;
1342 1363
1343 op->below = 0; 1364 op->below = 0;
1344 op->ms ().bot = op; 1365 ms.bot = op;
1345 } 1366 }
1346 else 1367 else
1347 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1348 op->above = top->above; 1369 op->above = top->above;
1349 1370
1353 op->below = top; 1374 op->below = top;
1354 top->above = op; 1375 top->above = op;
1355 } 1376 }
1356 1377
1357 if (!op->above) 1378 if (!op->above)
1358 op->ms ().top = op; 1379 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1360 1381
1361 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1362 { 1383 {
1363 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1364 ++op->map->players; 1385 ++op->map->players;
1365 op->map->last_access = runtime; 1386 op->map->touch ();
1366 } 1387 }
1388
1389 op->map->dirty = true;
1367 1390
1368 /* If we have a floor, we know the player, if any, will be above 1391 /* 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. 1392 * it, so save a few ticks and start from there.
1370 */ 1393 */
1371 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1395 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1396 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1397 pl->contr->ns->floorbox_update ();
1375 1398
1376 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1400 * 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 1401 * 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 1402 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1406 * of effect may be sufficient.
1384 */ 1407 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1387 1410
1425{ 1448{
1426 object *tmp, *tmp1; 1449 object *tmp, *tmp1;
1427 1450
1428 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1429 1452
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1455 tmp->destroy ();
1433 1456
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1458
1439} 1462}
1440 1463
1441object * 1464object *
1442object::insert_at (object *where, object *originator, int flags) 1465object::insert_at (object *where, object *originator, int flags)
1443{ 1466{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1467 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1468}
1446 1469
1447/* 1470/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * 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 1472 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1491 * 1514 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1516 */
1494
1495object * 1517object *
1496decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1497{ 1519{
1498 object *tmp; 1520 object *tmp;
1499 1521
1574 1596
1575/* 1597/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1578 */ 1600 */
1579
1580void 1601void
1581add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1582{ 1603{
1583 while (op != NULL) 1604 while (op != NULL)
1584 { 1605 {
1616 * inside the object environment. 1637 * inside the object environment.
1617 * 1638 *
1618 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1620 */ 1641 */
1621
1622object * 1642object *
1623object::insert (object *op) 1643object::insert (object *op)
1624{ 1644{
1625 object *tmp, *otmp; 1645 object *tmp, *otmp;
1626 1646
1758 1778
1759 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1761 */ 1781 */
1762 1782
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1784 {
1765 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1787 * we don't need to check all of them.
1768 */ 1788 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 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)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1808 {
1789 1809
1790 float 1810 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1812
1793 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 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))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1816 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1827 */ 1847 */
1828object * 1848object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1850{
1831 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1832 { 1852 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1854 return NULL;
1835 } 1855 }
1836 1856
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1858 if (tmp->arch == at)
1839 return tmp; 1859 return tmp;
1840 1860
1841 return NULL; 1861 return NULL;
1842} 1862}
1853 { 1873 {
1854 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1875 return NULL;
1856 } 1876 }
1857 1877
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1879 if (tmp->type == type)
1860 return tmp; 1880 return tmp;
1861 1881
1862 return NULL; 1882 return NULL;
1863} 1883}
2003 } 2023 }
2004 2024
2005 if (!index) 2025 if (!index)
2006 return -1; 2026 return -1;
2007 2027
2008 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2009} 2029}
2010 2030
2011/* 2031/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2034{ 2054{
2035 arr += begin; 2055 arr += begin;
2036 end -= begin; 2056 end -= begin;
2037 2057
2038 while (--end) 2058 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2059 swap (arr [end], arr [rndm (end + 1)]);
2040} 2060}
2041 2061
2042/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2063 * 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 2064 * the spaces to find monsters. In this way, it won't always look for
2178 2198
2179 return 3; 2199 return 3;
2180} 2200}
2181 2201
2182/* 2202/*
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 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2205 */
2204
2205int 2206int
2206dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2207{ 2208{
2208 int d; 2209 int d;
2209 2210
2375 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2376 2377
2377 return dst; 2378 return dst;
2378} 2379}
2379 2380
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 2381/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2382 * has the same type and subtype match.
2420 * returns NULL if no match. 2383 * returns NULL if no match.
2421 */ 2384 */
2422object * 2385object *
2475 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2476 return link->value; 2439 return link->value;
2477 2440
2478 return 0; 2441 return 0;
2479} 2442}
2480
2481 2443
2482/* 2444/*
2483 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2484 * 2446 *
2485 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2595object::flag_desc (char *desc, int len) const 2557object::flag_desc (char *desc, int len) const
2596{ 2558{
2597 char *p = desc; 2559 char *p = desc;
2598 bool first = true; 2560 bool first = true;
2599 2561
2562 *p = 0;
2563
2600 for (int i = 0; i < NUM_FLAGS; i++) 2564 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2565 {
2602 if (len <= 10) // magic constant! 2566 if (len <= 10) // magic constant!
2603 { 2567 {
2604 snprintf (p, len, ",..."); 2568 snprintf (p, len, ",...");
2605 break; 2569 break;
2606 } 2570 }
2607 2571
2608 if (flag[i]) 2572 if (flag [i])
2609 { 2573 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2575 len -= cnt;
2612 p += cnt; 2576 p += cnt;
2613 first = false; 2577 first = false;
2615 } 2579 }
2616 2580
2617 return desc; 2581 return desc;
2618} 2582}
2619 2583
2620// return a suitable string describing an objetc in enough detail to find it 2584// return a suitable string describing an object in enough detail to find it
2621const char * 2585const char *
2622object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2623{ 2587{
2624 char flagdesc[512]; 2588 char flagdesc[512];
2625 char info2[256 * 4]; 2589 char info2[256 * 4];
2626 char *p = info; 2590 char *p = info;
2627 2591
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2593 count, uuid.seq,
2630 &name, 2594 &name,
2631 title ? "\",title:" : "", 2595 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2596 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2597 flag_desc (flagdesc, 512), type);
2634 2598
2635 if (env) 2599 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2606}
2643 2607
2644const char * 2608const char *
2645object::debug_desc () const 2609object::debug_desc () const
2646{ 2610{
2647 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2648 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2649} 2615}
2650 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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