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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC vs.
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
322sum_weight (object *op) 325sum_weight (object *op)
323{ 326{
324 long sum; 327 long sum;
325 object *inv; 328 object *inv;
326 329
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 331 {
329 if (inv->inv) 332 if (inv->inv)
330 sum_weight (inv); 333 sum_weight (inv);
334
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 336 }
333 337
334 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 359/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 361 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
359 */ 363 */
360
361char * 364char *
362dump_object (object *op) 365dump_object (object *op)
363{ 366{
364 if (!op) 367 if (!op)
365 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
366 369
367 object_freezer freezer; 370 object_freezer freezer;
368 save_object (freezer, op, 1); 371 op->write (freezer);
369 return freezer.as_string (); 372 return freezer.as_string ();
370} 373}
371 374
372/* 375/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
390} 393}
391 394
392/* 395/*
393 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
394 */ 397 */
395
396object * 398object *
397find_object (tag_t i) 399find_object (tag_t i)
398{ 400{
399 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
400 if (op->count == i) 402 if (op->count == i)
401 return op; 403 return op;
402 404
403 return 0; 405 return 0;
404} 406}
405 407
406/* 408/*
407 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
410 */ 412 */
411
412object * 413object *
413find_object_name (const char *str) 414find_object_name (const char *str)
414{ 415{
415 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
416 object *op; 417 object *op;
417 418
418 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
419 if (op->name == str_) 420 if (op->name == str_)
420 break; 421 break;
421 422
422 return op; 423 return op;
423} 424}
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
525 593
526 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
660 745
661 if (op->more) 746 if (op->more)
662 update_object (op->more, action); 747 update_object (op->more, action);
663} 748}
664 749
665object *object::first;
666
667object::object () 750object::object ()
668{ 751{
669 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
670 753
671 expmul = 1.0; 754 expmul = 1.0;
672 face = blank_face; 755 face = blank_face;
673} 756}
674 757
675object::~object () 758object::~object ()
676{ 759{
760 unlink ();
761
677 free_key_values (this); 762 free_key_values (this);
678} 763}
679 764
765static int object_count;
766
680void object::link () 767void object::link ()
681{ 768{
682 count = ++ob_count; 769 assert (!index);//D
683 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
684 772
685 prev = 0; 773 refcnt_inc ();
686 next = object::first; 774 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 775}
693 776
694void object::unlink () 777void object::unlink ()
695{ 778{
696 if (this == object::first) 779 if (!index)
697 object::first = next; 780 return;
698 781
699 /* Remove this object from the list of used objects */ 782 objects.erase (this);
700 if (prev) prev->next = next; 783 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 784}
712 785
713void 786void
714object::activate () 787object::activate ()
715{ 788{
716 /* If already on active list, don't do anything */ 789 /* If already on active list, don't do anything */
717 if (active ()) 790 if (active)
718 return; 791 return;
719 792
720 if (has_active_speed ()) 793 if (has_active_speed ())
721 { 794 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 795}
732 796
733void 797void
734object::activate_recursive () 798object::activate_recursive ()
735{ 799{
736 activate (); 800 activate ();
737 801
738 for (object *op = inv; op; op = op->above) 802 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 803 op->activate_recursive ();
740} 804}
741 805
742/* This function removes object 'op' from the list of active 806/* This function removes object 'op' from the list of active
743 * objects. 807 * objects.
749 */ 813 */
750void 814void
751object::deactivate () 815object::deactivate ()
752{ 816{
753 /* If not on the active list, nothing needs to be done */ 817 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 818 if (!active)
755 return; 819 return;
756 820
757 if (active_prev == 0) 821 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 822}
773 823
774void 824void
775object::deactivate_recursive () 825object::deactivate_recursive ()
776{ 826{
777 for (object *op = inv; op; op = op->above) 827 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 828 op->deactivate_recursive ();
779 829
780 deactivate (); 830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
781} 841}
782 842
783/* 843/*
784 * Remove and free all objects in the inventory of the given object. 844 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 845 * object.c ?
800 * drop on that space. 860 * drop on that space.
801 */ 861 */
802 if (!drop_to_ground 862 if (!drop_to_ground
803 || !map 863 || !map
804 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
806 { 867 {
807 while (inv) 868 while (inv)
808 { 869 {
809 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
818 879
819 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 882 || op->type == RUNE
822 || op->type == TRAP 883 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 886 op->destroy ();
825 else 887 else
826 map->insert (op, x, y); 888 map->insert (op, x, y);
827 } 889 }
828 } 890 }
836} 898}
837 899
838void 900void
839object::do_destroy () 901object::do_destroy ()
840{ 902{
903 attachable::do_destroy ();
904
841 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 906 remove_button_link (this);
843 907
844 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 909 remove_friendly_object (this);
846 910
847 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
848 remove (); 912 remove ();
849 913
850 if (flag [FLAG_FREED]) 914 destroy_inv (true);
851 return;
852 915
853 set_speed (0); 916 deactivate ();
917 unlink ();
854 918
855 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 920
862 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
863 { 922 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 924
890 949
891 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
892 owner = 0; 951 owner = 0;
893 enemy = 0; 952 enemy = 0;
894 attacked_by = 0; 953 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 954}
899 955
900void 956void
901object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
902{ 958{
930 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
934 * the previous environment. 990 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 991 */
937void 992void
938object::remove () 993object::do_remove ()
939{ 994{
940 object *tmp, *last = 0; 995 object *tmp, *last = 0;
941 object *otmp; 996 object *otmp;
942 997
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 1041 }
987 else if (map) 1042 else if (map)
988 { 1043 {
989 if (type == PLAYER) 1044 if (type == PLAYER)
990 { 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
991 --map->players; 1052 --map->players;
992 map->touch (); 1053 map->touch ();
993 } 1054 }
994 1055
995 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
996 1058
997 /* link the object above us */ 1059 /* link the object above us */
998 if (above) 1060 if (above)
999 above->below = below; 1061 above->below = below;
1000 else 1062 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1002 1064
1003 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1004 if (below) 1066 if (below)
1005 below->above = above; 1067 below->above = above;
1006 else 1068 else
1008 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1010 * evident 1072 * evident
1011 */ 1073 */
1012 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1075 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 1076
1023 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1024 } 1078 }
1025 1079
1026 above = 0; 1080 above = 0;
1027 below = 0; 1081 below = 0;
1028 1082
1029 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1030 return; 1084 return;
1031 1085
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1087
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1089 {
1036 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1037 * being removed. 1091 * being removed.
1038 */ 1092 */
1039 1093
1062 1116
1063 if (destroyed ()) 1117 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1119 }
1066 1120
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp; 1121 last = tmp;
1073 } 1122 }
1074 1123
1075 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1119 } 1168 }
1120 1169
1121 return 0; 1170 return 0;
1122} 1171}
1123 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1124/* 1196/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1127 */ 1199 */
1128object * 1200object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1202{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1204 {
1133 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1135 } 1207 }
1136 1208
1137 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1138} 1210}
1139 1211
1158 * just 'op' otherwise 1230 * just 'op' otherwise
1159 */ 1231 */
1160object * 1232object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1163 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1164 sint16 x, y;
1165 1238
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171 1240
1172 if (!m) 1241#if 0
1173 { 1242 if (!m->active != !op->active)
1174 char *dump = dump_object (op); 1243 if (m->active)
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1176 free (dump); 1245 else
1177 return op; 1246 op->deactivate_recursive ();
1178 } 1247#endif
1179 1248
1180 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1181 { 1250 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1184#ifdef MANY_CORES 1252#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted. 1255 * improperly inserted.
1188 */ 1256 */
1189 abort (); 1257 abort ();
1190#endif 1258#endif
1191 free (dump);
1192 return op; 1259 return op;
1193 } 1260 }
1194 1261
1195 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1196 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op; 1264 return 0;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232 1265
1233 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1267
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1270 * need extra work
1238 */ 1271 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1273 return 0;
1241 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1242 1277
1243 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1244 */ 1279 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1248 { 1283 {
1249 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1285 tmp->destroy ();
1251 } 1286 }
1268 op->below = originator->below; 1303 op->below = originator->below;
1269 1304
1270 if (op->below) 1305 if (op->below)
1271 op->below->above = op; 1306 op->below->above = op;
1272 else 1307 else
1273 op->ms ().bot = op; 1308 ms.bot = op;
1274 1309
1275 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1276 originator->below = op; 1311 originator->below = op;
1277 } 1312 }
1278 else 1313 else
1279 { 1314 {
1315 top = ms.bot;
1316
1280 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1319 {
1283 object *last = 0; 1320 object *last = 0;
1284 1321
1285 /* 1322 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1323 * If there are multiple objects on this space, we do some trickier handling.
1292 * once we get to them. This reduces the need to traverse over all of 1329 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1330 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1331 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1296 */ 1333 */
1297 while (top) 1334 for (top = ms.bot; top; top = top->above)
1298 { 1335 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1337 floor = top;
1301 1338
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1342 top = top->below;
1306 break; 1343 break;
1307 } 1344 }
1308 1345
1309 last = top; 1346 last = top;
1310 top = top->above;
1311 } 1347 }
1312 1348
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1350 top = last;
1315 1351
1317 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1319 */ 1355 */
1320 1356
1321 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1361 * stacking is a bit odd.
1326 */ 1362 */
1327 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1329 { 1366 {
1330 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1369 break;
1370
1333 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1374 * set top to the object below us.
1337 */ 1375 */
1339 top = last->below; 1377 top = last->below;
1340 } 1378 }
1341 } /* If objects on this space */ 1379 } /* If objects on this space */
1342 1380
1343 if (flag & INS_MAP_LOAD) 1381 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1382 top = ms.top;
1345 1383
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1384 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1385 top = floor;
1348 1386
1349 /* Top is the object that our object (op) is going to get inserted above. 1387 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1388 */
1351 1389
1352 /* First object on this space */ 1390 /* First object on this space */
1353 if (!top) 1391 if (!top)
1354 { 1392 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1393 op->above = ms.bot;
1356 1394
1357 if (op->above) 1395 if (op->above)
1358 op->above->below = op; 1396 op->above->below = op;
1359 1397
1360 op->below = 0; 1398 op->below = 0;
1361 op->ms ().bot = op; 1399 ms.bot = op;
1362 } 1400 }
1363 else 1401 else
1364 { /* get inserted into the stack above top */ 1402 { /* get inserted into the stack above top */
1365 op->above = top->above; 1403 op->above = top->above;
1366 1404
1370 op->below = top; 1408 op->below = top;
1371 top->above = op; 1409 top->above = op;
1372 } 1410 }
1373 1411
1374 if (!op->above) 1412 if (!op->above)
1375 op->ms ().top = op; 1413 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1414 } /* else not INS_BELOW_ORIGINATOR */
1377 1415
1378 if (op->type == PLAYER) 1416 if (op->type == PLAYER)
1379 { 1417 {
1380 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1386 1424
1387 /* If we have a floor, we know the player, if any, will be above 1425 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1426 * it, so save a few ticks and start from there.
1389 */ 1427 */
1390 if (!(flag & INS_MAP_LOAD)) 1428 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1429 if (object *pl = ms.player ())
1392 if (pl->contr->ns) 1430 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1394 1432
1395 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1417 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1456 * update_object().
1419 */ 1457 */
1420 1458
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1423 { 1461 {
1424 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1425 return 0; 1463 return 0;
1426 1464
1427 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1428 * walk on's. 1466 * walk on's.
1429 */ 1467 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1432 return 0; 1470 return 0;
1433 } 1471 }
1434 1472
1435 return op; 1473 return op;
1444{ 1482{
1445 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1446 1484
1447 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1448 1486
1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1451 tmp->destroy (); 1489 tmp->destroy ();
1452 1490
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1454 1492
1455 tmp1->x = op->x; 1493 tmp1->x = op->x;
1458} 1496}
1459 1497
1460object * 1498object *
1461object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1462{ 1500{
1463 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1502}
1465 1503
1466/* 1504/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1508 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1510 * 1548 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1550 */
1513
1514object * 1551object *
1515decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1516{ 1553{
1517 object *tmp; 1554 object *tmp;
1518 1555
1593 1630
1594/* 1631/*
1595 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1597 */ 1634 */
1598
1599void 1635void
1600add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1601{ 1637{
1602 while (op != NULL) 1638 while (op != NULL)
1603 { 1639 {
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1655 free (dump);
1620 return op; 1656 return op;
1621 } 1657 }
1622 1658
1623 if (where->head) 1659 if (where->head_ () != where)
1624 { 1660 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1662 where = where->head;
1627 } 1663 }
1628 1664
1629 return where->insert (op); 1665 return where->insert (op);
1630} 1666}
1635 * inside the object environment. 1671 * inside the object environment.
1636 * 1672 *
1637 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1639 */ 1675 */
1640
1641object * 1676object *
1642object::insert (object *op) 1677object::insert (object *op)
1643{ 1678{
1644 object *tmp, *otmp; 1679 object *tmp, *otmp;
1645 1680
1777 1812
1778 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1780 */ 1815 */
1781 1816
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 { 1818 {
1784 /* Trim the search when we find the first other spell effect 1819 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects, 1820 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them. 1821 * we don't need to check all of them.
1787 */ 1822 */
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1842 {
1808 1843
1809 float 1844 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1846
1812 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1850 diff /= 4.0;
1845 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1846 */ 1881 */
1847object * 1882object *
1848present_arch (const archetype *at, maptile *m, int x, int y) 1883present_arch (const archetype *at, maptile *m, int x, int y)
1849{ 1884{
1850 if (m == NULL || out_of_map (m, x, y)) 1885 if (!m || out_of_map (m, x, y))
1851 { 1886 {
1852 LOG (llevError, "Present_arch called outside map.\n"); 1887 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1888 return NULL;
1854 } 1889 }
1855 1890
1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1892 if (tmp->arch == at)
1858 return tmp; 1893 return tmp;
1859 1894
1860 return NULL; 1895 return NULL;
1861} 1896}
1872 { 1907 {
1873 LOG (llevError, "Present called outside map.\n"); 1908 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1909 return NULL;
1875 } 1910 }
1876 1911
1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1913 if (tmp->type == type)
1879 return tmp; 1914 return tmp;
1880 1915
1881 return NULL; 1916 return NULL;
1882} 1917}
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 { 1995 {
1961 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1963 } 1998 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 1999}
1978 2000
1979/* 2001/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
2022 } 2044 }
2023 2045
2024 if (!index) 2046 if (!index)
2025 return -1; 2047 return -1;
2026 2048
2027 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2028} 2050}
2029 2051
2030/* 2052/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2053{ 2075{
2054 arr += begin; 2076 arr += begin;
2055 end -= begin; 2077 end -= begin;
2056 2078
2057 while (--end) 2079 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2059} 2081}
2060 2082
2061/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2099 object *tmp; 2121 object *tmp;
2100 maptile *mp; 2122 maptile *mp;
2101 2123
2102 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2103 2125
2104 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2105 { 2127 {
2106 exclude = exclude->head; 2128 exclude = exclude->head;
2107 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2108 } 2130 }
2109 else 2131 else
2132 max = maxfree[i]; 2154 max = maxfree[i];
2133 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2134 { 2156 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break; 2160 break;
2139 2161
2140 if (tmp) 2162 if (tmp)
2141 return freedir[i]; 2163 return freedir[i];
2142 } 2164 }
2197 2219
2198 return 3; 2220 return 3;
2199} 2221}
2200 2222
2201/* 2223/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2226 */
2223
2224int 2227int
2225dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2226{ 2229{
2227 int d; 2230 int d;
2228 2231
2356 * create clone from object to another 2359 * create clone from object to another
2357 */ 2360 */
2358object * 2361object *
2359object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2360{ 2363{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *prev, *item;
2362 2365
2363 if (!asrc) 2366 if (!asrc)
2364 return 0; 2367 return 0;
2365 2368
2366 src = asrc;
2367 if (src->head)
2368 src = src->head; 2369 src = asrc->head_ ();
2369 2370
2370 prev = 0; 2371 prev = 0;
2371 for (part = src; part; part = part->more) 2372 for (object *part = src; part; part = part->more)
2372 { 2373 {
2373 tmp = part->clone (); 2374 tmp = part->clone ();
2374 tmp->x -= src->x; 2375 tmp->x -= src->x;
2375 tmp->y -= src->y; 2376 tmp->y -= src->y;
2376 2377
2394 insert_ob_in_ob (object_create_clone (item), dst); 2395 insert_ob_in_ob (object_create_clone (item), dst);
2395 2396
2396 return dst; 2397 return dst;
2397} 2398}
2398 2399
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435}
2436
2437/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2401 * has the same type and subtype match.
2439 * returns NULL if no match. 2402 * returns NULL if no match.
2440 */ 2403 */
2441object * 2404object *
2494 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2495 return link->value; 2458 return link->value;
2496 2459
2497 return 0; 2460 return 0;
2498} 2461}
2499
2500 2462
2501/* 2463/*
2502 * Updates the canonical_key in op to value. 2464 * Updates the canonical_key in op to value.
2503 * 2465 *
2504 * canonical_key is a shared string (value doesn't have to be). 2466 * canonical_key is a shared string (value doesn't have to be).
2528 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2529 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2530 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2531 * we get this value back again. 2493 * we get this value back again.
2532 */ 2494 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2534 field->value = 0; 2496 field->value = 0;
2535 else 2497 else
2536 { 2498 {
2537 if (last) 2499 if (last)
2538 last->next = field->next; 2500 last->next = field->next;
2644{ 2606{
2645 char flagdesc[512]; 2607 char flagdesc[512];
2646 char info2[256 * 4]; 2608 char info2[256 * 4];
2647 char *p = info; 2609 char *p = info;
2648 2610
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2612 count, uuid.seq,
2651 &name, 2613 &name,
2652 title ? "\",title:" : "", 2614 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2615 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2616 flag_desc (flagdesc, 512), type);
2655 2617
2656 if (env) 2618 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2663} 2625}
2664 2626
2665const char * 2627const char *
2666object::debug_desc () const 2628object::debug_desc () const
2667{ 2629{
2668 static char info[256 * 4]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2669 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2670} 2634}
2671 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines