ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
311 313
312 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
313 return 1; 315 return 1;
314} 316}
315 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
316/* 324/*
317 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
319 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
320 */ 328 */
355/* 363/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 365 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
359 */ 367 */
360
361char * 368char *
362dump_object (object *op) 369dump_object (object *op)
363{ 370{
364 if (!op) 371 if (!op)
365 return strdup ("[NULLOBJ]"); 372 return strdup ("[NULLOBJ]");
366 373
367 object_freezer freezer; 374 object_freezer freezer;
368 save_object (freezer, op, 1); 375 op->write (freezer);
369 return freezer.as_string (); 376 return freezer.as_string ();
370} 377}
371 378
372/* 379/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
390} 397}
391 398
392/* 399/*
393 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
394 */ 401 */
395
396object * 402object *
397find_object (tag_t i) 403find_object (tag_t i)
398{ 404{
399 for (object *op = object::first; op; op = op->next) 405 for_all_objects (op)
400 if (op->count == i) 406 if (op->count == i)
401 return op; 407 return op;
402 408
403 return 0; 409 return 0;
404} 410}
405 411
406/* 412/*
407 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
410 */ 416 */
411
412object * 417object *
413find_object_name (const char *str) 418find_object_name (const char *str)
414{ 419{
415 shstr_cmp str_ (str); 420 shstr_cmp str_ (str);
416 object *op; 421 object *op;
417 422
418 for (op = object::first; op != NULL; op = op->next) 423 for_all_objects (op)
419 if (op->name == str_) 424 if (op->name == str_)
420 break; 425 break;
421 426
422 return op; 427 return op;
423} 428}
455 * refcounts and freeing the links. 460 * refcounts and freeing the links.
456 */ 461 */
457static void 462static void
458free_key_values (object *op) 463free_key_values (object *op)
459{ 464{
460 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
461 { 466 {
462 key_value *next = i->next; 467 key_value *next = i->next;
463 delete i; 468 delete i;
464 469
465 i = next; 470 i = next;
466 } 471 }
467 472
468 op->key_values = 0; 473 op->key_values = 0;
469} 474}
470 475
471/* 476object &
472 * copy_to first frees everything allocated by the dst object, 477object::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{ 478{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 479 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 480 bool is_removed = flag [FLAG_REMOVED];
484 481
485 *(object_copy *)dst = *this; 482 *(object_copy *)this = src;
486 483
487 if (is_freed) 484 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 485 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;
495 486
496 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
497 if (key_values) 488 if (src.key_values)
498 { 489 {
499 key_value *tail = 0; 490 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 491 key_values = 0;
503 492
504 for (i = key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
505 { 494 {
506 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
507 496
508 new_link->next = 0; 497 new_link->next = 0;
509 new_link->key = i->key; 498 new_link->key = i->key;
510 new_link->value = i->value; 499 new_link->value = i->value;
511 500
512 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
513 if (!dst->key_values) 502 if (!key_values)
514 { 503 {
515 dst->key_values = new_link; 504 key_values = new_link;
516 tail = new_link; 505 tail = new_link;
517 } 506 }
518 else 507 else
519 { 508 {
520 tail->next = new_link; 509 tail->next = new_link;
521 tail = new_link; 510 tail = new_link;
522 } 511 }
523 } 512 }
524 } 513 }
514}
515
516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
525 531
526 dst->set_speed (dst->speed); 532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
527} 551}
528 552
529object * 553object *
530object::clone () 554object::clone ()
531{ 555{
564 } 588 }
565 589
566 this->speed = speed; 590 this->speed = speed;
567 591
568 if (has_active_speed ()) 592 if (has_active_speed ())
569 activate (false); 593 activate ();
570 else 594 else
571 deactivate (false); 595 deactivate ();
572} 596}
573 597
574/* 598/*
575 * update_object() updates the the map. 599 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 600 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
590 */ 614 */
591void 615void
592update_object (object *op, int action) 616update_object (object *op, int action)
593{ 617{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 618 if (op == NULL)
597 { 619 {
598 /* this should never happen */ 620 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 622 return;
624 return; 646 return;
625 } 647 }
626 648
627 mapspace &m = op->ms (); 649 mapspace &m = op->ms ();
628 650
629 if (m.flags_ & P_NEED_UPDATE) 651 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 652 /* nop */;
631 else if (action == UP_OBJ_INSERT) 653 else if (action == UP_OBJ_INSERT)
632 { 654 {
633 // this is likely overkill, TODO: revisit (schmorp) 655 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 656 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 665 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 666 * to have move_allow right now.
645 */ 667 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 668 || ((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) 669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 670 m.flags_ = 0;
649 } 671 }
650 /* if the object is being removed, we can't make intelligent 672 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 673 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 674 * that is being removed.
653 */ 675 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 677 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 678 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 679 /* Nothing to do for that case */ ;
658 else 680 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 681 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 682
661 if (op->more) 683 if (op->more)
662 update_object (op->more, action); 684 update_object (op->more, action);
663} 685}
664 686
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 687object::object ()
669{ 688{
670 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
671 690
672 expmul = 1.0; 691 expmul = 1.0;
673 face = blank_face; 692 face = blank_face;
674} 693}
675 694
676object::~object () 695object::~object ()
677{ 696{
697 unlink ();
698
678 free_key_values (this); 699 free_key_values (this);
679} 700}
680 701
702static int object_count;
703
681void object::link () 704void object::link ()
682{ 705{
683 count = ++ob_count; 706 assert (!index);//D
684 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
685 709
686 prev = 0; 710 refcnt_inc ();
687 next = object::first; 711 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 712}
694 713
695void object::unlink () 714void object::unlink ()
696{ 715{
697 if (this == object::first) 716 if (!index)
698 object::first = next; 717 return;
699 718
700 /* Remove this object from the list of used objects */ 719 objects.erase (this);
701 if (prev) prev->next = next; 720 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 721}
707 722
708void 723void
709object::activate (bool recursive) 724object::activate ()
710{ 725{
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
711 if (has_active_speed ()) 730 if (has_active_speed ())
712 { 731 actives.insert (this);
713 /* If already on active list, don't do anything */ 732}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 733
717 /* process_events() expects us to insert the object at the beginning 734void
718 * of the list. */ 735object::activate_recursive ()
719 active_next = active_objects; 736{
737 activate ();
720 738
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) 739 for (object *op = inv; op; op = op->below)
729 op->activate (1); 740 op->activate_recursive ();
730} 741}
731 742
732/* This function removes object 'op' from the list of active 743/* This function removes object 'op' from the list of active
733 * objects. 744 * objects.
734 * This should only be used for style maps or other such 745 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 747 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 748 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 749 * will do the right thing based on the speed of the object.
739 */ 750 */
740void 751void
741object::deactivate (bool recursive) 752object::deactivate ()
742{ 753{
743 /* If not on the active list, nothing needs to be done */ 754 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 755 if (!active)
745 return; 756 return;
746 757
747 if (active_prev == 0) 758 actives.erase (this);
748 { 759}
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 }
759 760
760 active_next = 0; 761void
761 active_prev = 0; 762object::deactivate_recursive ()
762 763{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
765 op->deactivate (1); 767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
766} 778}
767 779
768/* 780/*
769 * Remove and free all objects in the inventory of the given object. 781 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 782 * object.c ?
785 * drop on that space. 797 * drop on that space.
786 */ 798 */
787 if (!drop_to_ground 799 if (!drop_to_ground
788 || !map 800 || !map
789 || map->in_memory != MAP_IN_MEMORY 801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 803 || ms ().move_block == MOVE_ALL)
791 { 804 {
792 while (inv) 805 while (inv)
793 { 806 {
794 inv->destroy_inv (drop_to_ground); 807 inv->destroy_inv (drop_to_ground);
803 816
804 if (op->flag [FLAG_STARTEQUIP] 817 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 818 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 819 || op->type == RUNE
807 || op->type == TRAP 820 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 823 op->destroy ();
810 else 824 else
811 map->insert (op, x, y); 825 map->insert (op, x, y);
812 } 826 }
813 } 827 }
821} 835}
822 836
823void 837void
824object::do_destroy () 838object::do_destroy ()
825{ 839{
840 attachable::do_destroy ();
841
826 if (flag [FLAG_IS_LINKED]) 842 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 843 remove_button_link (this);
828 844
829 if (flag [FLAG_FRIENDLY]) 845 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 846 remove_friendly_object (this);
831 847
832 if (!flag [FLAG_REMOVED]) 848 if (!flag [FLAG_REMOVED])
833 remove (); 849 remove ();
834 850
835 if (flag [FLAG_FREED]) 851 destroy_inv (true);
836 return;
837 852
838 set_speed (0); 853 deactivate ();
854 unlink ();
839 855
840 flag [FLAG_FREED] = 1; 856 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 857
847 // hack to ensure that freed objects still have a valid map 858 // hack to ensure that freed objects still have a valid map
848 { 859 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 860 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 861
855 freed_map->name = "/internal/freed_objects_map"; 866 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 867 freed_map->width = 3;
857 freed_map->height = 3; 868 freed_map->height = 3;
858 869
859 freed_map->alloc (); 870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
860 } 872 }
861 873
862 map = freed_map; 874 map = freed_map;
863 x = 1; 875 x = 1;
864 y = 1; 876 y = 1;
874 886
875 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
876 owner = 0; 888 owner = 0;
877 enemy = 0; 889 enemy = 0;
878 attacked_by = 0; 890 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 891}
883 892
884void 893void
885object::destroy (bool destroy_inventory) 894object::destroy (bool destroy_inventory)
886{ 895{
914 * This function removes the object op from the linked list of objects 923 * 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 924 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
918 * the previous environment. 927 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 928 */
921void 929void
922object::remove () 930object::do_remove ()
923{ 931{
924 object *tmp, *last = 0; 932 object *tmp, *last = 0;
925 object *otmp; 933 object *otmp;
926 934
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 978 }
971 else if (map) 979 else if (map)
972 { 980 {
973 if (type == PLAYER) 981 if (type == PLAYER)
974 { 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
975 --map->players; 989 --map->players;
976 map->last_access = runtime; 990 map->touch ();
977 } 991 }
978 992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
979 995
980 /* link the object above us */ 996 /* link the object above us */
981 if (above) 997 if (above)
982 above->below = below; 998 above->below = below;
983 else 999 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
985 1001
986 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
987 if (below) 1003 if (below)
988 below->above = above; 1004 below->above = above;
989 else 1005 else
991 /* Nothing below, which means we need to relink map object for this space 1007 /* 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 1008 * use translated coordinates in case some oddness with map tiling is
993 * evident 1009 * evident
994 */ 1010 */
995 if (GET_MAP_OB (map, x, y) != this) 1011 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); 1012 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 1013
1006 map->at (x, y).bot = above; /* goes on above it. */ 1014 ms.bot = above; /* goes on above it. */
1007 } 1015 }
1008 1016
1009 above = 0; 1017 above = 0;
1010 below = 0; 1018 below = 0;
1011 1019
1012 if (map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
1013 return; 1021 return;
1014 1022
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1024
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1026 {
1019 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1020 * being removed. 1028 * being removed.
1021 */ 1029 */
1022 1030
1056 } 1064 }
1057 1065
1058 /* last == NULL if there are no objects on this space */ 1066 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1067 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1068 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1069 map->at (x, y).flags_ = 0;
1062 else 1070 else
1063 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1064 1072
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1074 update_all_los (map, x, y);
1102 } 1110 }
1103 1111
1104 return 0; 1112 return 0;
1105} 1113}
1106 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1107/* 1138/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1110 */ 1141 */
1111object * 1142object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1144{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 * just 'op' otherwise 1172 * just 'op' otherwise
1142 */ 1173 */
1143object * 1174object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1146 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1180
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154 1182
1155 if (!m) 1183#if 0
1156 { 1184 if (!m->active != !op->active)
1157 char *dump = dump_object (op); 1185 if (m->active)
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 op->activate_recursive ();
1159 free (dump); 1187 else
1160 return op; 1188 op->deactivate_recursive ();
1161 } 1189#endif
1162 1190
1163 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1164 { 1192 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1167#ifdef MANY_CORES 1194#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object 1195 /* 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 1196 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted. 1197 * improperly inserted.
1171 */ 1198 */
1172 abort (); 1199 abort ();
1173#endif 1200#endif
1174 free (dump);
1175 return op; 1201 return op;
1176 } 1202 }
1177 1203
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; 1204 if (object *more = op->more)
1191 1205 {
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) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1207 {
1209 if (!op->head) 1208 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 1210
1212 return 0; 1211 return 0;
1217 1216
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* 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 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1219 * need extra work
1221 */ 1220 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1222 return 0;
1224 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1225 1226
1226 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1227 */ 1228 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1231 { 1232 {
1232 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1234 tmp->destroy ();
1234 } 1235 }
1251 op->below = originator->below; 1252 op->below = originator->below;
1252 1253
1253 if (op->below) 1254 if (op->below)
1254 op->below->above = op; 1255 op->below->above = op;
1255 else 1256 else
1256 op->ms ().bot = op; 1257 ms.bot = op;
1257 1258
1258 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1259 originator->below = op; 1260 originator->below = op;
1260 } 1261 }
1261 else 1262 else
1262 { 1263 {
1264 top = ms.bot;
1265
1263 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1268 {
1266 object *last = 0; 1269 object *last = 0;
1267 1270
1268 /* 1271 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1272 * 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 1278 * 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 1279 * 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 1280 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1279 */ 1282 */
1280 while (top) 1283 for (top = ms.bot; top; top = top->above)
1281 { 1284 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1286 floor = top;
1284 1287
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 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; 1291 top = top->below;
1289 break; 1292 break;
1290 } 1293 }
1291 1294
1292 last = top; 1295 last = top;
1293 top = top->above;
1294 } 1296 }
1295 1297
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1299 top = last;
1298 1300
1300 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1302 */ 1304 */
1303 1305
1304 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1310 * stacking is a bit odd.
1309 */ 1311 */
1310 if (!(flag & INS_ON_TOP) && 1312 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)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1312 { 1315 {
1313 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1318 break;
1319
1316 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1323 * set top to the object below us.
1320 */ 1324 */
1322 top = last->below; 1326 top = last->below;
1323 } 1327 }
1324 } /* If objects on this space */ 1328 } /* If objects on this space */
1325 1329
1326 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1328 1332
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1334 top = floor;
1331 1335
1332 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1337 */
1334 1338
1335 /* First object on this space */ 1339 /* First object on this space */
1336 if (!top) 1340 if (!top)
1337 { 1341 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1339 1343
1340 if (op->above) 1344 if (op->above)
1341 op->above->below = op; 1345 op->above->below = op;
1342 1346
1343 op->below = 0; 1347 op->below = 0;
1344 op->ms ().bot = op; 1348 ms.bot = op;
1345 } 1349 }
1346 else 1350 else
1347 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1348 op->above = top->above; 1352 op->above = top->above;
1349 1353
1353 op->below = top; 1357 op->below = top;
1354 top->above = op; 1358 top->above = op;
1355 } 1359 }
1356 1360
1357 if (!op->above) 1361 if (!op->above)
1358 op->ms ().top = op; 1362 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1360 1364
1361 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1362 { 1366 {
1363 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1364 ++op->map->players; 1368 ++op->map->players;
1365 op->map->last_access = runtime; 1369 op->map->touch ();
1366 } 1370 }
1371
1372 op->map->dirty = true;
1367 1373
1368 /* If we have a floor, we know the player, if any, will be above 1374 /* 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. 1375 * it, so save a few ticks and start from there.
1370 */ 1376 */
1371 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1378 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1379 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1380 pl->contr->ns->floorbox_update ();
1375 1381
1376 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1383 * 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 1384 * 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 1385 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1389 * of effect may be sufficient.
1384 */ 1390 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1387 1393
1425{ 1431{
1426 object *tmp, *tmp1; 1432 object *tmp, *tmp1;
1427 1433
1428 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1429 1435
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1438 tmp->destroy ();
1433 1439
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1441
1439} 1445}
1440 1446
1441object * 1447object *
1442object::insert_at (object *where, object *originator, int flags) 1448object::insert_at (object *where, object *originator, int flags)
1443{ 1449{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1450 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1451}
1446 1452
1447/* 1453/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * 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 1455 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1491 * 1497 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1499 */
1494
1495object * 1500object *
1496decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1497{ 1502{
1498 object *tmp; 1503 object *tmp;
1499 1504
1574 1579
1575/* 1580/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1578 */ 1583 */
1579
1580void 1584void
1581add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1582{ 1586{
1583 while (op != NULL) 1587 while (op != NULL)
1584 { 1588 {
1616 * inside the object environment. 1620 * inside the object environment.
1617 * 1621 *
1618 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1620 */ 1624 */
1621
1622object * 1625object *
1623object::insert (object *op) 1626object::insert (object *op)
1624{ 1627{
1625 object *tmp, *otmp; 1628 object *tmp, *otmp;
1626 1629
1758 1761
1759 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1761 */ 1764 */
1762 1765
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1767 {
1765 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1770 * we don't need to check all of them.
1768 */ 1771 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 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)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1791 {
1789 1792
1790 float 1793 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1795
1793 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 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))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1799 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1827 */ 1830 */
1828object * 1831object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1833{
1831 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
1832 { 1835 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1837 return NULL;
1835 } 1838 }
1836 1839
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1841 if (tmp->arch == at)
1839 return tmp; 1842 return tmp;
1840 1843
1841 return NULL; 1844 return NULL;
1842} 1845}
1853 { 1856 {
1854 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1858 return NULL;
1856 } 1859 }
1857 1860
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1862 if (tmp->type == type)
1860 return tmp; 1863 return tmp;
1861 1864
1862 return NULL; 1865 return NULL;
1863} 1866}
2003 } 2006 }
2004 2007
2005 if (!index) 2008 if (!index)
2006 return -1; 2009 return -1;
2007 2010
2008 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2009} 2012}
2010 2013
2011/* 2014/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2034{ 2037{
2035 arr += begin; 2038 arr += begin;
2036 end -= begin; 2039 end -= begin;
2037 2040
2038 while (--end) 2041 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2042 swap (arr [end], arr [rndm (end + 1)]);
2040} 2043}
2041 2044
2042/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2046 * 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 2047 * the spaces to find monsters. In this way, it won't always look for
2178 2181
2179 return 3; 2182 return 3;
2180} 2183}
2181 2184
2182/* 2185/*
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 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2188 */
2204
2205int 2189int
2206dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2207{ 2191{
2208 int d; 2192 int d;
2209 2193
2375 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2376 2360
2377 return dst; 2361 return dst;
2378} 2362}
2379 2363
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 2364/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2365 * has the same type and subtype match.
2420 * returns NULL if no match. 2366 * returns NULL if no match.
2421 */ 2367 */
2422object * 2368object *
2475 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2476 return link->value; 2422 return link->value;
2477 2423
2478 return 0; 2424 return 0;
2479} 2425}
2480
2481 2426
2482/* 2427/*
2483 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2484 * 2429 *
2485 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2595object::flag_desc (char *desc, int len) const 2540object::flag_desc (char *desc, int len) const
2596{ 2541{
2597 char *p = desc; 2542 char *p = desc;
2598 bool first = true; 2543 bool first = true;
2599 2544
2545 *p = 0;
2546
2600 for (int i = 0; i < NUM_FLAGS; i++) 2547 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2548 {
2602 if (len <= 10) // magic constant! 2549 if (len <= 10) // magic constant!
2603 { 2550 {
2604 snprintf (p, len, ",..."); 2551 snprintf (p, len, ",...");
2605 break; 2552 break;
2606 } 2553 }
2607 2554
2608 if (flag[i]) 2555 if (flag [i])
2609 { 2556 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2558 len -= cnt;
2612 p += cnt; 2559 p += cnt;
2613 first = false; 2560 first = false;
2615 } 2562 }
2616 2563
2617 return desc; 2564 return desc;
2618} 2565}
2619 2566
2620// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2621const char * 2568const char *
2622object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2623{ 2570{
2624 char flagdesc[512]; 2571 char flagdesc[512];
2625 char info2[256 * 4]; 2572 char info2[256 * 4];
2626 char *p = info; 2573 char *p = info;
2627 2574
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2576 count, uuid.seq,
2630 &name, 2577 &name,
2631 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2634 2581
2635 if (env) 2582 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2589}
2643 2590
2644const char * 2591const char *
2645object::debug_desc () const 2592object::debug_desc () const
2646{ 2593{
2647 static char info[256 * 3]; 2594 static char info[256 * 4];
2648 return debug_desc (info); 2595 return debug_desc (info);
2649} 2596}
2650 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines