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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 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,
276 278
277 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
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{
563 speed = 0; 593 speed = 0;
564 } 594 }
565 595
566 this->speed = speed; 596 this->speed = speed;
567 597
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 598 if (has_active_speed ())
569 { 599 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 600 else
584 { 601 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 602}
608 603
609/* 604/*
610 * update_object() updates the the map. 605 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
625 */ 620 */
626void 621void
627update_object (object *op, int action) 622update_object (object *op, int action)
628{ 623{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 624 if (op == NULL)
632 { 625 {
633 /* this should never happen */ 626 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 628 return;
659 return; 652 return;
660 } 653 }
661 654
662 mapspace &m = op->ms (); 655 mapspace &m = op->ms ();
663 656
664 if (m.flags_ & P_NEED_UPDATE) 657 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 658 /* nop */;
666 else if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
667 { 660 {
668 // this is likely overkill, TODO: revisit (schmorp) 661 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 662 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* 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
679 * to have move_allow right now. 672 * to have move_allow right now.
680 */ 673 */
681 || ((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
682 || 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)
683 m.flags_ = P_NEED_UPDATE; 676 m.flags_ = 0;
684 } 677 }
685 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 680 * that is being removed.
688 */ 681 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 683 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
693 else 686 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 688
696 if (op->more) 689 if (op->more)
697 update_object (op->more, action); 690 update_object (op->more, action);
698} 691}
699 692
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 693object::object ()
704{ 694{
705 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
706 696
707 expmul = 1.0; 697 expmul = 1.0;
708 face = blank_face; 698 face = blank_face;
709} 699}
710 700
711object::~object () 701object::~object ()
712{ 702{
703 unlink ();
704
713 free_key_values (this); 705 free_key_values (this);
714} 706}
715 707
708static int object_count;
709
716void object::link () 710void object::link ()
717{ 711{
718 count = ++ob_count; 712 assert (!index);//D
719 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
720 715
721 prev = 0; 716 refcnt_inc ();
722 next = object::first; 717 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 718}
729 719
730void object::unlink () 720void object::unlink ()
731{ 721{
732 if (this == object::first) 722 if (!index)
733 object::first = next; 723 return;
734 724
735 /* Remove this object from the list of used objects */ 725 objects.erase (this);
736 if (prev) prev->next = next; 726 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 727}
742 728
743void 729void
730object::activate ()
731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
735
736 if (has_active_speed ())
737 actives.insert (this);
738}
739
740void
744object::activate (bool recursive) 741object::activate_recursive ()
745{ 742{
746 // uh, hack 743 activate ();
747 set_speed (speed);
748 744
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 745 for (object *op = inv; op; op = op->below)
751 op->activate (1); 746 op->activate_recursive ();
752} 747}
753 748
754/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
755 * objects. 750 * objects.
756 * This should only be used for style maps or other such 751 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
760 * 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.
761 */ 756 */
762void 757void
763object::deactivate (bool recursive) 758object::deactivate ()
764{ 759{
765 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 761 if (!active)
767 return; 762 return;
768 763
769 if (active_prev == 0) 764 actives.erase (this);
770 { 765}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 766
782 active_next = 0; 767void
783 active_prev = 0; 768object::deactivate_recursive ()
784 769{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
787 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 }
788} 784}
789 785
790/* 786/*
791 * 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.
792 * object.c ? 788 * object.c ?
807 * drop on that space. 803 * drop on that space.
808 */ 804 */
809 if (!drop_to_ground 805 if (!drop_to_ground
810 || !map 806 || !map
811 || map->in_memory != MAP_IN_MEMORY 807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 809 || ms ().move_block == MOVE_ALL)
813 { 810 {
814 while (inv) 811 while (inv)
815 { 812 {
816 inv->destroy_inv (drop_to_ground); 813 inv->destroy_inv (drop_to_ground);
825 822
826 if (op->flag [FLAG_STARTEQUIP] 823 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 824 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 825 || op->type == RUNE
829 || op->type == TRAP 826 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 829 op->destroy ();
832 else 830 else
833 map->insert (op, x, y); 831 map->insert (op, x, y);
834 } 832 }
835 } 833 }
843} 841}
844 842
845void 843void
846object::do_destroy () 844object::do_destroy ()
847{ 845{
846 attachable::do_destroy ();
847
848 if (flag [FLAG_IS_LINKED]) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 849 remove_button_link (this);
850 850
851 if (flag [FLAG_FRIENDLY]) 851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 852 remove_friendly_object (this);
853 853
854 if (!flag [FLAG_REMOVED]) 854 if (!flag [FLAG_REMOVED])
855 remove (); 855 remove ();
856 856
857 if (flag [FLAG_FREED]) 857 destroy_inv (true);
858 return;
859 858
860 set_speed (0); 859 deactivate ();
860 unlink ();
861 861
862 flag [FLAG_FREED] = 1; 862 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 863
869 // hack to ensure that freed objects still have a valid map 864 // hack to ensure that freed objects still have a valid map
870 { 865 {
871 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
872 867
877 freed_map->name = "/internal/freed_objects_map"; 872 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 873 freed_map->width = 3;
879 freed_map->height = 3; 874 freed_map->height = 3;
880 875
881 freed_map->alloc (); 876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
882 } 878 }
883 879
884 map = freed_map; 880 map = freed_map;
885 x = 1; 881 x = 1;
886 y = 1; 882 y = 1;
896 892
897 // clear those pointers that likely might have circular references to us 893 // clear those pointers that likely might have circular references to us
898 owner = 0; 894 owner = 0;
899 enemy = 0; 895 enemy = 0;
900 attacked_by = 0; 896 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 897}
905 898
906void 899void
907object::destroy (bool destroy_inventory) 900object::destroy (bool destroy_inventory)
908{ 901{
936 * 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
937 * 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
938 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
940 * the previous environment. 933 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 934 */
943void 935void
944object::remove () 936object::do_remove ()
945{ 937{
946 object *tmp, *last = 0; 938 object *tmp, *last = 0;
947 object *otmp; 939 object *otmp;
948 940
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 984 }
993 else if (map) 985 else if (map)
994 { 986 {
995 if (type == PLAYER) 987 if (type == PLAYER)
996 { 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
997 --map->players; 995 --map->players;
998 map->last_access = runtime; 996 map->touch ();
999 } 997 }
1000 998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
1001 1001
1002 /* link the object above us */ 1002 /* link the object above us */
1003 if (above) 1003 if (above)
1004 above->below = below; 1004 above->below = below;
1005 else 1005 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
1007 1007
1008 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1009 if (below) 1009 if (below)
1010 below->above = above; 1010 below->above = above;
1011 else 1011 else
1013 /* 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
1014 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1015 * evident
1016 */ 1016 */
1017 if (GET_MAP_OB (map, x, y) != this) 1017 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1019
1028 map->at (x, y).bot = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
1029 } 1021 }
1030 1022
1031 above = 0; 1023 above = 0;
1032 below = 0; 1024 below = 0;
1033 1025
1034 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1035 return; 1027 return;
1036 1028
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1030
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1032 {
1041 /* 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
1042 * being removed. 1034 * being removed.
1043 */ 1035 */
1044 1036
1078 } 1070 }
1079 1071
1080 /* last == NULL if there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1073 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1074 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1075 map->at (x, y).flags_ = 0;
1084 else 1076 else
1085 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1086 1078
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1080 update_all_los (map, x, y);
1124 } 1116 }
1125 1117
1126 return 0; 1118 return 0;
1127} 1119}
1128 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
1129/* 1144/*
1130 * 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
1131 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1132 */ 1147 */
1133object * 1148object *
1134insert_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)
1135{ 1150{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 * just 'op' otherwise 1178 * just 'op' otherwise
1164 */ 1179 */
1165object * 1180object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1168 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1186
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1188
1177 if (!m) 1189#if 0
1178 { 1190 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1191 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1181 free (dump); 1193 else
1182 return op; 1194 op->deactivate_recursive ();
1183 } 1195#endif
1184 1196
1185 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1186 { 1198 {
1187 char *dump = dump_object (op);
1188 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 ());
1189#ifdef MANY_CORES 1200#ifdef MANY_CORES
1190 /* 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
1191 * 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
1192 * improperly inserted. 1203 * improperly inserted.
1193 */ 1204 */
1194 abort (); 1205 abort ();
1195#endif 1206#endif
1196 free (dump);
1197 return op; 1207 return op;
1198 } 1208 }
1199 1209
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1210 if (object *more = op->more)
1213 1211 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1213 {
1231 if (!op->head) 1214 if (!op->head)
1232 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");
1233 1216
1234 return 0; 1217 return 0;
1239 1222
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * 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
1242 * need extra work 1225 * need extra work
1243 */ 1226 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1228 return 0;
1246 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1247 1232
1248 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1249 */ 1234 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1253 { 1238 {
1254 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1240 tmp->destroy ();
1256 } 1241 }
1273 op->below = originator->below; 1258 op->below = originator->below;
1274 1259
1275 if (op->below) 1260 if (op->below)
1276 op->below->above = op; 1261 op->below->above = op;
1277 else 1262 else
1278 op->ms ().bot = op; 1263 ms.bot = op;
1279 1264
1280 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1281 originator->below = op; 1266 originator->below = op;
1282 } 1267 }
1283 else 1268 else
1284 { 1269 {
1270 top = ms.bot;
1271
1285 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1274 {
1288 object *last = 0; 1275 object *last = 0;
1289 1276
1290 /* 1277 /*
1291 * 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.
1297 * 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
1298 * 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
1299 * 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
1300 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1301 */ 1288 */
1302 while (top) 1289 for (top = ms.bot; top; top = top->above)
1303 { 1290 {
1304 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))
1305 floor = top; 1292 floor = top;
1306 1293
1307 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))
1310 top = top->below; 1297 top = top->below;
1311 break; 1298 break;
1312 } 1299 }
1313 1300
1314 last = top; 1301 last = top;
1315 top = top->above;
1316 } 1302 }
1317 1303
1318 /* 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 */
1319 top = last; 1305 top = last;
1320 1306
1322 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1324 */ 1310 */
1325 1311
1326 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1316 * stacking is a bit odd.
1331 */ 1317 */
1332 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1333 (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))
1334 { 1321 {
1335 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1324 break;
1325
1338 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1339 * 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
1340 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1329 * set top to the object below us.
1342 */ 1330 */
1344 top = last->below; 1332 top = last->below;
1345 } 1333 }
1346 } /* If objects on this space */ 1334 } /* If objects on this space */
1347 1335
1348 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1350 1338
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1340 top = floor;
1353 1341
1354 /* 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.
1355 */ 1343 */
1356 1344
1357 /* First object on this space */ 1345 /* First object on this space */
1358 if (!top) 1346 if (!top)
1359 { 1347 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1361 1349
1362 if (op->above) 1350 if (op->above)
1363 op->above->below = op; 1351 op->above->below = op;
1364 1352
1365 op->below = 0; 1353 op->below = 0;
1366 op->ms ().bot = op; 1354 ms.bot = op;
1367 } 1355 }
1368 else 1356 else
1369 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1370 op->above = top->above; 1358 op->above = top->above;
1371 1359
1375 op->below = top; 1363 op->below = top;
1376 top->above = op; 1364 top->above = op;
1377 } 1365 }
1378 1366
1379 if (!op->above) 1367 if (!op->above)
1380 op->ms ().top = op; 1368 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1382 1370
1383 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1384 { 1372 {
1385 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1386 ++op->map->players; 1374 ++op->map->players;
1387 op->map->last_access = runtime; 1375 op->map->touch ();
1388 } 1376 }
1377
1378 op->map->dirty = true;
1389 1379
1390 /* 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
1391 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1392 */ 1382 */
1393 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1385 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1397 1387
1398 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1399 * 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
1400 * 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
1401 * on the map will get recalculated. The players could very well 1391 * on the map will get recalculated. The players could very well
1402 * 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 -
1403 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1395 * of effect may be sufficient.
1406 */ 1396 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1409 1399
1447{ 1437{
1448 object *tmp, *tmp1; 1438 object *tmp, *tmp1;
1449 1439
1450 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1451 1441
1452 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)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1444 tmp->destroy ();
1455 1445
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1447
1461} 1451}
1462 1452
1463object * 1453object *
1464object::insert_at (object *where, object *originator, int flags) 1454object::insert_at (object *where, object *originator, int flags)
1465{ 1455{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1456 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1457}
1468 1458
1469/* 1459/*
1470 * 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
1471 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1511 * 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
1512 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1513 * 1503 *
1514 * 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
1515 */ 1505 */
1516
1517object * 1506object *
1518decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1519{ 1508{
1520 object *tmp; 1509 object *tmp;
1521 1510
1596 1585
1597/* 1586/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1600 */ 1589 */
1601
1602void 1590void
1603add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1604{ 1592{
1605 while (op != NULL) 1593 while (op != NULL)
1606 { 1594 {
1638 * inside the object environment. 1626 * inside the object environment.
1639 * 1627 *
1640 * 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
1641 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1642 */ 1630 */
1643
1644object * 1631object *
1645object::insert (object *op) 1632object::insert (object *op)
1646{ 1633{
1647 object *tmp, *otmp; 1634 object *tmp, *otmp;
1648 1635
1780 1767
1781 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1783 */ 1770 */
1784 1771
1785 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)
1786 { 1773 {
1787 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1788 * 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,
1789 * we don't need to check all of them. 1776 * we don't need to check all of them.
1790 */ 1777 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((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))
1810 { 1797 {
1811 1798
1812 float 1799 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1801
1815 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1816 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)) ||
1817 (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)))
1818 diff /= 4.0; 1805 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1849 */ 1836 */
1850object * 1837object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1839{
1853 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
1854 { 1841 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1843 return NULL;
1857 } 1844 }
1858 1845
1859 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)
1860 if (tmp->arch == at) 1847 if (tmp->arch == at)
1861 return tmp; 1848 return tmp;
1862 1849
1863 return NULL; 1850 return NULL;
1864} 1851}
1875 { 1862 {
1876 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1864 return NULL;
1878 } 1865 }
1879 1866
1880 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)
1881 if (tmp->type == type) 1868 if (tmp->type == type)
1882 return tmp; 1869 return tmp;
1883 1870
1884 return NULL; 1871 return NULL;
1885} 1872}
2025 } 2012 }
2026 2013
2027 if (!index) 2014 if (!index)
2028 return -1; 2015 return -1;
2029 2016
2030 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2031} 2018}
2032 2019
2033/* 2020/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2056{ 2043{
2057 arr += begin; 2044 arr += begin;
2058 end -= begin; 2045 end -= begin;
2059 2046
2060 while (--end) 2047 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2062} 2049}
2063 2050
2064/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2066 * 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
2200 2187
2201 return 3; 2188 return 3;
2202} 2189}
2203 2190
2204/* 2191/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2194 */
2226
2227int 2195int
2228dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2229{ 2197{
2230 int d; 2198 int d;
2231 2199
2397 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2398 2366
2399 return dst; 2367 return dst;
2400} 2368}
2401 2369
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438}
2439
2440/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2371 * has the same type and subtype match.
2442 * returns NULL if no match. 2372 * returns NULL if no match.
2443 */ 2373 */
2444object * 2374object *
2497 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2498 return link->value; 2428 return link->value;
2499 2429
2500 return 0; 2430 return 0;
2501} 2431}
2502
2503 2432
2504/* 2433/*
2505 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2506 * 2435 *
2507 * 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).
2610 } 2539 }
2611 else 2540 else
2612 item = item->env; 2541 item = item->env;
2613} 2542}
2614 2543
2544
2545const char *
2546object::flag_desc (char *desc, int len) const
2547{
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571}
2572
2615// 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
2616const char * 2574const char *
2617object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2618{ 2576{
2577 char flagdesc[512];
2619 char info2[256 * 3]; 2578 char info2[256 * 4];
2620 char *p = info; 2579 char *p = info;
2621 2580
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2582 count, uuid.seq,
2624 &name, 2583 &name,
2625 title ? " " : "", 2584 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2627 2587
2628 if (env) 2588 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2590
2631 if (map) 2591 if (map)
2635} 2595}
2636 2596
2637const char * 2597const char *
2638object::debug_desc () const 2598object::debug_desc () const
2639{ 2599{
2640 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2641 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2642} 2604}
2643 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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