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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 1.144 by root, Thu May 3 10:39:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
454/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 466 * refcounts and freeing the links.
456 */ 467 */
457static void 468static void
458free_key_values (object *op) 469free_key_values (object *op)
459{ 470{
460 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
461 { 472 {
462 key_value *next = i->next; 473 key_value *next = i->next;
463 delete i; 474 delete i;
464 475
465 i = next; 476 i = next;
466 } 477 }
467 478
468 op->key_values = 0; 479 op->key_values = 0;
469} 480}
470 481
471/* 482object &
472 * copy_to first frees everything allocated by the dst object, 483object::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{ 484{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
484 487
485 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
486 489
487 if (is_freed) 490 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 491 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;
495 492
496 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
497 if (key_values) 494 if (src.key_values)
498 { 495 {
499 key_value *tail = 0; 496 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 497 key_values = 0;
503 498
504 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
505 { 500 {
506 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
507 502
508 new_link->next = 0; 503 new_link->next = 0;
509 new_link->key = i->key; 504 new_link->key = i->key;
510 new_link->value = i->value; 505 new_link->value = i->value;
511 506
512 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
513 if (!dst->key_values) 508 if (!key_values)
514 { 509 {
515 dst->key_values = new_link; 510 key_values = new_link;
516 tail = new_link; 511 tail = new_link;
517 } 512 }
518 else 513 else
519 { 514 {
520 tail->next = new_link; 515 tail->next = new_link;
521 tail = new_link; 516 tail = new_link;
522 } 517 }
523 } 518 }
524 } 519 }
520}
521
522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
525 537
526 dst->set_speed (dst->speed); 538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
527} 557}
528 558
529object * 559object *
530object::clone () 560object::clone ()
531{ 561{
564 } 594 }
565 595
566 this->speed = speed; 596 this->speed = speed;
567 597
568 if (has_active_speed ()) 598 if (has_active_speed ())
569 activate (false); 599 activate ();
570 else 600 else
571 deactivate (false); 601 deactivate ();
572} 602}
573 603
574/* 604/*
575 * update_object() updates the the map. 605 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
590 */ 620 */
591void 621void
592update_object (object *op, int action) 622update_object (object *op, int action)
593{ 623{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 624 if (op == NULL)
597 { 625 {
598 /* this should never happen */ 626 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 628 return;
624 return; 652 return;
625 } 653 }
626 654
627 mapspace &m = op->ms (); 655 mapspace &m = op->ms ();
628 656
629 if (m.flags_ & P_NEED_UPDATE) 657 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 658 /* nop */;
631 else if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
632 { 660 {
633 // this is likely overkill, TODO: revisit (schmorp) 661 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 662 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 671 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 672 * to have move_allow right now.
645 */ 673 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 674 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 676 m.flags_ = 0;
649 } 677 }
650 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 680 * that is being removed.
653 */ 681 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 683 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
658 else 686 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 688
661 if (op->more) 689 if (op->more)
662 update_object (op->more, action); 690 update_object (op->more, action);
663} 691}
664 692
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 693object::object ()
669{ 694{
670 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
671 696
672 expmul = 1.0; 697 expmul = 1.0;
673 face = blank_face; 698 face = blank_face;
674} 699}
675 700
676object::~object () 701object::~object ()
677{ 702{
703 unlink ();
704
678 free_key_values (this); 705 free_key_values (this);
679} 706}
680 707
708static int object_count;
709
681void object::link () 710void object::link ()
682{ 711{
683 count = ++ob_count; 712 assert (!index);//D
684 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
685 715
686 prev = 0; 716 refcnt_inc ();
687 next = object::first; 717 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 718}
694 719
695void object::unlink () 720void object::unlink ()
696{ 721{
697 if (this == object::first) 722 if (!index)
698 object::first = next; 723 return;
699 724
700 /* Remove this object from the list of used objects */ 725 objects.erase (this);
701 if (prev) prev->next = next; 726 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 727}
707 728
708void 729void
709object::activate (bool recursive) 730object::activate ()
710{ 731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
735
711 if (has_active_speed ()) 736 if (has_active_speed ())
712 { 737 actives.insert (this);
713 /* If already on active list, don't do anything */ 738}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 739
717 /* process_events() expects us to insert the object at the beginning 740void
718 * of the list. */ 741object::activate_recursive ()
719 active_next = active_objects; 742{
743 activate ();
720 744
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) 745 for (object *op = inv; op; op = op->below)
729 op->activate (1); 746 op->activate_recursive ();
730} 747}
731 748
732/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
733 * objects. 750 * objects.
734 * This should only be used for style maps or other such 751 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
739 */ 756 */
740void 757void
741object::deactivate (bool recursive) 758object::deactivate ()
742{ 759{
743 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 761 if (!active)
745 return; 762 return;
746 763
747 if (active_prev == 0) 764 actives.erase (this);
748 { 765}
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 }
759 766
760 active_next = 0; 767void
761 active_prev = 0; 768object::deactivate_recursive ()
762 769{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
765 op->deactivate (1); 773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
766} 784}
767 785
768/* 786/*
769 * Remove and free all objects in the inventory of the given object. 787 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 788 * object.c ?
785 * drop on that space. 803 * drop on that space.
786 */ 804 */
787 if (!drop_to_ground 805 if (!drop_to_ground
788 || !map 806 || !map
789 || map->in_memory != MAP_IN_MEMORY 807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 809 || ms ().move_block == MOVE_ALL)
791 { 810 {
792 while (inv) 811 while (inv)
793 { 812 {
794 inv->destroy_inv (drop_to_ground); 813 inv->destroy_inv (drop_to_ground);
803 822
804 if (op->flag [FLAG_STARTEQUIP] 823 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 824 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 825 || op->type == RUNE
807 || op->type == TRAP 826 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 829 op->destroy ();
810 else 830 else
811 map->insert (op, x, y); 831 map->insert (op, x, y);
812 } 832 }
813 } 833 }
821} 841}
822 842
823void 843void
824object::do_destroy () 844object::do_destroy ()
825{ 845{
846 attachable::do_destroy ();
847
826 if (flag [FLAG_IS_LINKED]) 848 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 849 remove_button_link (this);
828 850
829 if (flag [FLAG_FRIENDLY]) 851 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 852 remove_friendly_object (this);
831 853
832 if (!flag [FLAG_REMOVED]) 854 if (!flag [FLAG_REMOVED])
833 remove (); 855 remove ();
834 856
835 if (flag [FLAG_FREED]) 857 destroy_inv (true);
836 return;
837 858
838 set_speed (0); 859 deactivate ();
860 unlink ();
839 861
840 flag [FLAG_FREED] = 1; 862 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 863
847 // hack to ensure that freed objects still have a valid map 864 // hack to ensure that freed objects still have a valid map
848 { 865 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 866 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 867
855 freed_map->name = "/internal/freed_objects_map"; 872 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 873 freed_map->width = 3;
857 freed_map->height = 3; 874 freed_map->height = 3;
858 875
859 freed_map->alloc (); 876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
860 } 878 }
861 879
862 map = freed_map; 880 map = freed_map;
863 x = 1; 881 x = 1;
864 y = 1; 882 y = 1;
874 892
875 // clear those pointers that likely might have circular references to us 893 // clear those pointers that likely might have circular references to us
876 owner = 0; 894 owner = 0;
877 enemy = 0; 895 enemy = 0;
878 attacked_by = 0; 896 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 897}
883 898
884void 899void
885object::destroy (bool destroy_inventory) 900object::destroy (bool destroy_inventory)
886{ 901{
914 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
915 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
918 * the previous environment. 933 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 934 */
921void 935void
922object::remove () 936object::do_remove ()
923{ 937{
924 object *tmp, *last = 0; 938 object *tmp, *last = 0;
925 object *otmp; 939 object *otmp;
926 940
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 984 }
971 else if (map) 985 else if (map)
972 { 986 {
973 if (type == PLAYER) 987 if (type == PLAYER)
974 { 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
975 --map->players; 995 --map->players;
976 map->last_access = runtime; 996 map->touch ();
977 } 997 }
978 998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
979 1001
980 /* link the object above us */ 1002 /* link the object above us */
981 if (above) 1003 if (above)
982 above->below = below; 1004 above->below = below;
983 else 1005 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
985 1007
986 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
987 if (below) 1009 if (below)
988 below->above = above; 1010 below->above = above;
989 else 1011 else
991 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
993 * evident 1015 * evident
994 */ 1016 */
995 if (GET_MAP_OB (map, x, y) != this) 1017 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); 1018 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 1019
1006 map->at (x, y).bot = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
1007 } 1021 }
1008 1022
1009 above = 0; 1023 above = 0;
1010 below = 0; 1024 below = 0;
1011 1025
1012 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1013 return; 1027 return;
1014 1028
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1030
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1032 {
1019 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1020 * being removed. 1034 * being removed.
1021 */ 1035 */
1022 1036
1056 } 1070 }
1057 1071
1058 /* last == NULL if there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1073 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1074 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1075 map->at (x, y).flags_ = 0;
1062 else 1076 else
1063 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1064 1078
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1080 update_all_los (map, x, y);
1102 } 1116 }
1103 1117
1104 return 0; 1118 return 0;
1105} 1119}
1106 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1107/* 1144/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1110 */ 1147 */
1111object * 1148object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1150{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 * just 'op' otherwise 1178 * just 'op' otherwise
1142 */ 1179 */
1143object * 1180object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1146 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1186
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154 1188
1155 if (!m) 1189#if 0
1156 { 1190 if (!m->active != !op->active)
1157 char *dump = dump_object (op); 1191 if (m->active)
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1159 free (dump); 1193 else
1160 return op; 1194 op->deactivate_recursive ();
1161 } 1195#endif
1162 1196
1163 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1164 { 1198 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1167#ifdef MANY_CORES 1200#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted. 1203 * improperly inserted.
1171 */ 1204 */
1172 abort (); 1205 abort ();
1173#endif 1206#endif
1174 free (dump);
1175 return op; 1207 return op;
1176 } 1208 }
1177 1209
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; 1210 if (object *more = op->more)
1191 1211 {
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) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1213 {
1209 if (!op->head) 1214 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 1216
1212 return 0; 1217 return 0;
1217 1222
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* 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 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1225 * need extra work
1221 */ 1226 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1228 return 0;
1224 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1225 1232
1226 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1227 */ 1234 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1231 { 1238 {
1232 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1240 tmp->destroy ();
1234 } 1241 }
1251 op->below = originator->below; 1258 op->below = originator->below;
1252 1259
1253 if (op->below) 1260 if (op->below)
1254 op->below->above = op; 1261 op->below->above = op;
1255 else 1262 else
1256 op->ms ().bot = op; 1263 ms.bot = op;
1257 1264
1258 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1259 originator->below = op; 1266 originator->below = op;
1260 } 1267 }
1261 else 1268 else
1262 { 1269 {
1270 top = ms.bot;
1271
1263 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1274 {
1266 object *last = 0; 1275 object *last = 0;
1267 1276
1268 /* 1277 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1275 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1279 */ 1288 */
1280 while (top) 1289 for (top = ms.bot; top; top = top->above)
1281 { 1290 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1292 floor = top;
1284 1293
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1288 top = top->below; 1297 top = top->below;
1289 break; 1298 break;
1290 } 1299 }
1291 1300
1292 last = top; 1301 last = top;
1293 top = top->above;
1294 } 1302 }
1295 1303
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1305 top = last;
1298 1306
1300 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1302 */ 1310 */
1303 1311
1304 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1316 * stacking is a bit odd.
1309 */ 1317 */
1310 if (!(flag & INS_ON_TOP) && 1318 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)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1312 { 1321 {
1313 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1324 break;
1325
1316 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1329 * set top to the object below us.
1320 */ 1330 */
1322 top = last->below; 1332 top = last->below;
1323 } 1333 }
1324 } /* If objects on this space */ 1334 } /* If objects on this space */
1325 1335
1326 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1328 1338
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1340 top = floor;
1331 1341
1332 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1343 */
1334 1344
1335 /* First object on this space */ 1345 /* First object on this space */
1336 if (!top) 1346 if (!top)
1337 { 1347 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1339 1349
1340 if (op->above) 1350 if (op->above)
1341 op->above->below = op; 1351 op->above->below = op;
1342 1352
1343 op->below = 0; 1353 op->below = 0;
1344 op->ms ().bot = op; 1354 ms.bot = op;
1345 } 1355 }
1346 else 1356 else
1347 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1348 op->above = top->above; 1358 op->above = top->above;
1349 1359
1353 op->below = top; 1363 op->below = top;
1354 top->above = op; 1364 top->above = op;
1355 } 1365 }
1356 1366
1357 if (!op->above) 1367 if (!op->above)
1358 op->ms ().top = op; 1368 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1360 1370
1361 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1362 { 1372 {
1363 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1364 ++op->map->players; 1374 ++op->map->players;
1365 op->map->last_access = runtime; 1375 op->map->touch ();
1366 } 1376 }
1377
1378 op->map->dirty = true;
1367 1379
1368 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1370 */ 1382 */
1371 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1385 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1375 1387
1376 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1390 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1391 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1392 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1395 * of effect may be sufficient.
1384 */ 1396 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1387 1399
1425{ 1437{
1426 object *tmp, *tmp1; 1438 object *tmp, *tmp1;
1427 1439
1428 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1429 1441
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1444 tmp->destroy ();
1433 1445
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1447
1439} 1451}
1440 1452
1441object * 1453object *
1442object::insert_at (object *where, object *originator, int flags) 1454object::insert_at (object *where, object *originator, int flags)
1443{ 1455{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1456 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1457}
1446 1458
1447/* 1459/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1491 * 1503 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1505 */
1494
1495object * 1506object *
1496decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1497{ 1508{
1498 object *tmp; 1509 object *tmp;
1499 1510
1574 1585
1575/* 1586/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1578 */ 1589 */
1579
1580void 1590void
1581add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1582{ 1592{
1583 while (op != NULL) 1593 while (op != NULL)
1584 { 1594 {
1616 * inside the object environment. 1626 * inside the object environment.
1617 * 1627 *
1618 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1620 */ 1630 */
1621
1622object * 1631object *
1623object::insert (object *op) 1632object::insert (object *op)
1624{ 1633{
1625 object *tmp, *otmp; 1634 object *tmp, *otmp;
1626 1635
1758 1767
1759 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1761 */ 1770 */
1762 1771
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1773 {
1765 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1776 * we don't need to check all of them.
1768 */ 1777 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 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)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1797 {
1789 1798
1790 float 1799 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1801
1793 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1805 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1827 */ 1836 */
1828object * 1837object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1839{
1831 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
1832 { 1841 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1843 return NULL;
1835 } 1844 }
1836 1845
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1847 if (tmp->arch == at)
1839 return tmp; 1848 return tmp;
1840 1849
1841 return NULL; 1850 return NULL;
1842} 1851}
1853 { 1862 {
1854 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1864 return NULL;
1856 } 1865 }
1857 1866
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1868 if (tmp->type == type)
1860 return tmp; 1869 return tmp;
1861 1870
1862 return NULL; 1871 return NULL;
1863} 1872}
2003 } 2012 }
2004 2013
2005 if (!index) 2014 if (!index)
2006 return -1; 2015 return -1;
2007 2016
2008 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2009} 2018}
2010 2019
2011/* 2020/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2034{ 2043{
2035 arr += begin; 2044 arr += begin;
2036 end -= begin; 2045 end -= begin;
2037 2046
2038 while (--end) 2047 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2040} 2049}
2041 2050
2042/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2052 * 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 2053 * the spaces to find monsters. In this way, it won't always look for
2178 2187
2179 return 3; 2188 return 3;
2180} 2189}
2181 2190
2182/* 2191/*
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 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2194 */
2204
2205int 2195int
2206dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2207{ 2197{
2208 int d; 2198 int d;
2209 2199
2375 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2376 2366
2377 return dst; 2367 return dst;
2378} 2368}
2379 2369
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 2370/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2371 * has the same type and subtype match.
2420 * returns NULL if no match. 2372 * returns NULL if no match.
2421 */ 2373 */
2422object * 2374object *
2475 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2476 return link->value; 2428 return link->value;
2477 2429
2478 return 0; 2430 return 0;
2479} 2431}
2480
2481 2432
2482/* 2433/*
2483 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2484 * 2435 *
2485 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2595object::flag_desc (char *desc, int len) const 2546object::flag_desc (char *desc, int len) const
2596{ 2547{
2597 char *p = desc; 2548 char *p = desc;
2598 bool first = true; 2549 bool first = true;
2599 2550
2551 *p = 0;
2552
2600 for (int i = 0; i < NUM_FLAGS; i++) 2553 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2554 {
2602 if (len <= 10) // magic constant! 2555 if (len <= 10) // magic constant!
2603 { 2556 {
2604 snprintf (p, len, ",..."); 2557 snprintf (p, len, ",...");
2605 break; 2558 break;
2606 } 2559 }
2607 2560
2608 if (flag[i]) 2561 if (flag [i])
2609 { 2562 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2564 len -= cnt;
2612 p += cnt; 2565 p += cnt;
2613 first = false; 2566 first = false;
2615 } 2568 }
2616 2569
2617 return desc; 2570 return desc;
2618} 2571}
2619 2572
2620// return a suitable string describing an objetc in enough detail to find it 2573// return a suitable string describing an object in enough detail to find it
2621const char * 2574const char *
2622object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2623{ 2576{
2624 char flagdesc[512]; 2577 char flagdesc[512];
2625 char info2[256 * 4]; 2578 char info2[256 * 4];
2626 char *p = info; 2579 char *p = info;
2627 2580
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2582 count, uuid.seq,
2630 &name, 2583 &name,
2631 title ? "\",title:" : "", 2584 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2585 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2586 flag_desc (flagdesc, 512), type);
2634 2587
2635 if (env) 2588 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2595}
2643 2596
2644const char * 2597const char *
2645object::debug_desc () const 2598object::debug_desc () const
2646{ 2599{
2647 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2648 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2649} 2604}
2650 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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