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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.156 by root, Fri May 18 01:01:01 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36#include <bitset> 37#include <bitset>
37 38
38int nrofallocobjects = 0; 39int nrofallocobjects = 0;
39static UUID uuid; 40static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
41 42
42object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
43 45
44short 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,
45 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
46}; 48};
47short 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,
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * 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.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 1); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * 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
391} 393}
392 394
393/* 395/*
394 * 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.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
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
455/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 522 * refcounts and freeing the links.
457 */ 523 */
458static void 524static void
459free_key_values (object *op) 525free_key_values (object *op)
460{ 526{
461 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
462 { 528 {
463 key_value *next = i->next; 529 key_value *next = i->next;
464 delete i; 530 delete i;
465 531
466 i = next; 532 i = next;
467 } 533 }
468 534
469 op->key_values = 0; 535 op->key_values = 0;
470} 536}
471 537
472/* 538object &
473 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 540{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
485 543
486 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
487 545
488 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 548
497 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
498 if (key_values) 550 if (src.key_values)
499 { 551 {
500 key_value *tail = 0; 552 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 553 key_values = 0;
504 554
505 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
506 { 556 {
507 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
508 558
509 new_link->next = 0; 559 new_link->next = 0;
510 new_link->key = i->key; 560 new_link->key = i->key;
511 new_link->value = i->value; 561 new_link->value = i->value;
512 562
513 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
514 if (!dst->key_values) 564 if (!key_values)
515 { 565 {
516 dst->key_values = new_link; 566 key_values = new_link;
517 tail = new_link; 567 tail = new_link;
518 } 568 }
519 else 569 else
520 { 570 {
521 tail->next = new_link; 571 tail->next = new_link;
522 tail = new_link; 572 tail = new_link;
523 } 573 }
524 } 574 }
525 } 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 ();
526 593
527 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 ();
528} 614}
529 615
530object * 616object *
531object::clone () 617object::clone ()
532{ 618{
590 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
591 */ 677 */
592void 678void
593update_object (object *op, int action) 679update_object (object *op, int action)
594{ 680{
595 MoveType move_on, move_off, move_block, move_slow;
596
597 if (op == NULL) 681 if (op == NULL)
598 { 682 {
599 /* this should never happen */ 683 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
601 return; 685 return;
661 745
662 if (op->more) 746 if (op->more)
663 update_object (op->more, action); 747 update_object (op->more, action);
664} 748}
665 749
666object *object::first;
667
668object::object () 750object::object ()
669{ 751{
670 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
671 753
672 expmul = 1.0; 754 expmul = 1.0;
673 face = blank_face; 755 face = blank_face;
674} 756}
675 757
676object::~object () 758object::~object ()
677{ 759{
760 unlink ();
761
678 free_key_values (this); 762 free_key_values (this);
679} 763}
680 764
765static int object_count;
766
681void object::link () 767void object::link ()
682{ 768{
683 count = ++ob_count; 769 assert (!index);//D
684 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
685 772
686 prev = 0; 773 refcnt_inc ();
687 next = object::first; 774 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 775}
694 776
695void object::unlink () 777void object::unlink ()
696{ 778{
697 if (this == object::first) 779 if (!index)
698 object::first = next; 780 return;
699 781
700 /* Remove this object from the list of used objects */ 782 objects.erase (this);
701 if (prev) prev->next = next; 783 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 784}
713 785
714void 786void
715object::activate () 787object::activate ()
716{ 788{
717 /* If already on active list, don't do anything */ 789 /* If already on active list, don't do anything */
718 if (active ()) 790 if (active)
719 return; 791 return;
720 792
721 if (has_active_speed ()) 793 if (has_active_speed ())
722 { 794 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 795}
733 796
734void 797void
735object::activate_recursive () 798object::activate_recursive ()
736{ 799{
750 */ 813 */
751void 814void
752object::deactivate () 815object::deactivate ()
753{ 816{
754 /* If not on the active list, nothing needs to be done */ 817 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 818 if (!active)
756 return; 819 return;
757 820
758 if (active_prev == 0) 821 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 822}
774 823
775void 824void
776object::deactivate_recursive () 825object::deactivate_recursive ()
777{ 826{
811 * drop on that space. 860 * drop on that space.
812 */ 861 */
813 if (!drop_to_ground 862 if (!drop_to_ground
814 || !map 863 || !map
815 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
817 { 867 {
818 while (inv) 868 while (inv)
819 { 869 {
820 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
829 879
830 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 882 || op->type == RUNE
833 || op->type == TRAP 883 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 886 op->destroy ();
836 else 887 else
837 map->insert (op, x, y); 888 map->insert (op, x, y);
838 } 889 }
839 } 890 }
847} 898}
848 899
849void 900void
850object::do_destroy () 901object::do_destroy ()
851{ 902{
903 attachable::do_destroy ();
904
852 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 906 remove_button_link (this);
854 907
855 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 909 remove_friendly_object (this);
857 910
858 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
859 remove (); 912 remove ();
860 913
861 if (flag [FLAG_FREED]) 914 destroy_inv (true);
862 return;
863 915
864 set_speed (0); 916 deactivate ();
917 unlink ();
865 918
866 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 920
873 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
874 { 922 {
875 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
876 924
901 949
902 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
903 owner = 0; 951 owner = 0;
904 enemy = 0; 952 enemy = 0;
905 attacked_by = 0; 953 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 954}
910 955
911void 956void
912object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
913{ 958{
941 * 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
942 * 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
943 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
945 * the previous environment. 990 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 991 */
948void 992void
949object::remove () 993object::do_remove ()
950{ 994{
951 object *tmp, *last = 0; 995 object *tmp, *last = 0;
952 object *otmp; 996 object *otmp;
953 997
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
997 } 1041 }
998 else if (map) 1042 else if (map)
999 { 1043 {
1000 if (type == PLAYER) 1044 if (type == PLAYER)
1001 { 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
1002 --map->players; 1052 --map->players;
1003 map->touch (); 1053 map->touch ();
1004 } 1054 }
1005 1055
1006 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
1007 1058
1008 /* link the object above us */ 1059 /* link the object above us */
1009 if (above) 1060 if (above)
1010 above->below = below; 1061 above->below = below;
1011 else 1062 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1013 1064
1014 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1015 if (below) 1066 if (below)
1016 below->above = above; 1067 below->above = above;
1017 else 1068 else
1019 /* 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
1020 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1072 * evident
1022 */ 1073 */
1023 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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 ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 1076
1034 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1035 } 1078 }
1036 1079
1037 above = 0; 1080 above = 0;
1038 below = 0; 1081 below = 0;
1039 1082
1040 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1041 return; 1084 return;
1042 1085
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1087
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1089 {
1047 /* 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
1048 * being removed. 1091 * being removed.
1049 */ 1092 */
1050 1093
1130 } 1173 }
1131 1174
1132 return 0; 1175 return 0;
1133} 1176}
1134 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1135/* 1201/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1138 */ 1204 */
1139object * 1205object *
1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141{ 1207{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1169 * just 'op' otherwise 1235 * just 'op' otherwise
1170 */ 1236 */
1171object * 1237object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1174 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1175 sint16 x, y;
1176 1243
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1178 {
1179 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL;
1181 }
1182 1245
1183 if (!m) 1246#if 0
1184 { 1247 if (!m->active != !op->active)
1185 char *dump = dump_object (op); 1248 if (m->active)
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1187 free (dump); 1250 else
1188 return op; 1251 op->deactivate_recursive ();
1189 } 1252#endif
1190 1253
1191 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1192 { 1255 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1195#ifdef MANY_CORES 1257#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted. 1260 * improperly inserted.
1199 */ 1261 */
1200 abort (); 1262 abort ();
1201#endif 1263#endif
1202 free (dump);
1203 return op; 1264 return op;
1204 } 1265 }
1205 1266
1206 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1207 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op; 1269 return 0;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243 1270
1244 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1272
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1275 * need extra work
1249 */ 1276 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1278 return 0;
1252 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1253 1282
1254 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1255 */ 1284 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1259 { 1288 {
1260 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1290 tmp->destroy ();
1262 } 1291 }
1279 op->below = originator->below; 1308 op->below = originator->below;
1280 1309
1281 if (op->below) 1310 if (op->below)
1282 op->below->above = op; 1311 op->below->above = op;
1283 else 1312 else
1284 op->ms ().bot = op; 1313 ms.bot = op;
1285 1314
1286 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1287 originator->below = op; 1316 originator->below = op;
1288 } 1317 }
1289 else 1318 else
1290 { 1319 {
1320 top = ms.bot;
1321
1291 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1324 {
1294 object *last = 0; 1325 object *last = 0;
1295 1326
1296 /* 1327 /*
1297 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1303 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1307 */ 1338 */
1308 while (top) 1339 for (top = ms.bot; top; top = top->above)
1309 { 1340 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top; 1342 floor = top;
1312 1343
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1316 top = top->below; 1347 top = top->below;
1317 break; 1348 break;
1318 } 1349 }
1319 1350
1320 last = top; 1351 last = top;
1321 top = top->above;
1322 } 1352 }
1323 1353
1324 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last; 1355 top = last;
1326 1356
1328 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1330 */ 1360 */
1331 1361
1332 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1366 * stacking is a bit odd.
1337 */ 1367 */
1338 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1340 { 1371 {
1341 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1374 break;
1375
1344 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1379 * set top to the object below us.
1348 */ 1380 */
1350 top = last->below; 1382 top = last->below;
1351 } 1383 }
1352 } /* If objects on this space */ 1384 } /* If objects on this space */
1353 1385
1354 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1356 1388
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1390 top = floor;
1359 1391
1360 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1393 */
1362 1394
1363 /* First object on this space */ 1395 /* First object on this space */
1364 if (!top) 1396 if (!top)
1365 { 1397 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1367 1399
1368 if (op->above) 1400 if (op->above)
1369 op->above->below = op; 1401 op->above->below = op;
1370 1402
1371 op->below = 0; 1403 op->below = 0;
1372 op->ms ().bot = op; 1404 ms.bot = op;
1373 } 1405 }
1374 else 1406 else
1375 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1376 op->above = top->above; 1408 op->above = top->above;
1377 1409
1381 op->below = top; 1413 op->below = top;
1382 top->above = op; 1414 top->above = op;
1383 } 1415 }
1384 1416
1385 if (!op->above) 1417 if (!op->above)
1386 op->ms ().top = op; 1418 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1388 1420
1389 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1390 { 1422 {
1391 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1397 1429
1398 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1400 */ 1432 */
1401 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1403 if (pl->contr->ns) 1435 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1405 1437
1406 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1428 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1461 * update_object().
1430 */ 1462 */
1431 1463
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1434 { 1466 {
1435 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1436 return 0; 1468 return 0;
1437 1469
1438 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1471 * walk on's.
1440 */ 1472 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1443 return 0; 1475 return 0;
1444 } 1476 }
1445 1477
1446 return op; 1478 return op;
1469} 1501}
1470 1502
1471object * 1503object *
1472object::insert_at (object *where, object *originator, int flags) 1504object::insert_at (object *where, object *originator, int flags)
1473{ 1505{
1474 where->map->insert (this, where->x, where->y, originator, flags); 1506 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1507}
1476 1508
1477/* 1509/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1519 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1521 * 1553 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1555 */
1524
1525object * 1556object *
1526decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1527{ 1558{
1528 object *tmp; 1559 object *tmp;
1529 1560
1604 1635
1605/* 1636/*
1606 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1608 */ 1639 */
1609
1610void 1640void
1611add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1612{ 1642{
1613 while (op != NULL) 1643 while (op != NULL)
1614 { 1644 {
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1660 free (dump);
1631 return op; 1661 return op;
1632 } 1662 }
1633 1663
1634 if (where->head) 1664 if (where->head_ () != where)
1635 { 1665 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1667 where = where->head;
1638 } 1668 }
1639 1669
1640 return where->insert (op); 1670 return where->insert (op);
1641} 1671}
1646 * inside the object environment. 1676 * inside the object environment.
1647 * 1677 *
1648 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1650 */ 1680 */
1651
1652object * 1681object *
1653object::insert (object *op) 1682object::insert (object *op)
1654{ 1683{
1655 object *tmp, *otmp; 1684 object *tmp, *otmp;
1656 1685
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1847 {
1819 1848
1820 float 1849 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1851
1823 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1855 diff /= 4.0;
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 { 2000 {
1972 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1974 } 2003 }
1975}
1976
1977/*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 2004}
1989 2005
1990/* 2006/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2033 } 2049 }
2034 2050
2035 if (!index) 2051 if (!index)
2036 return -1; 2052 return -1;
2037 2053
2038 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2039} 2055}
2040 2056
2041/* 2057/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2064{ 2080{
2065 arr += begin; 2081 arr += begin;
2066 end -= begin; 2082 end -= begin;
2067 2083
2068 while (--end) 2084 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2070} 2086}
2071 2087
2072/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2110 object *tmp; 2126 object *tmp;
2111 maptile *mp; 2127 maptile *mp;
2112 2128
2113 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2114 2130
2115 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2116 { 2132 {
2117 exclude = exclude->head; 2133 exclude = exclude->head;
2118 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2119 } 2135 }
2120 else 2136 else
2143 max = maxfree[i]; 2159 max = maxfree[i];
2144 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2145 { 2161 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break; 2165 break;
2150 2166
2151 if (tmp) 2167 if (tmp)
2152 return freedir[i]; 2168 return freedir[i];
2153 } 2169 }
2208 2224
2209 return 3; 2225 return 3;
2210} 2226}
2211 2227
2212/* 2228/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2231 */
2234
2235int 2232int
2236dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2237{ 2234{
2238 int d; 2235 int d;
2239 2236
2367 * create clone from object to another 2364 * create clone from object to another
2368 */ 2365 */
2369object * 2366object *
2370object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2371{ 2368{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2373 2370
2374 if (!asrc) 2371 if (!asrc)
2375 return 0; 2372 return 0;
2376 2373
2377 src = asrc;
2378 if (src->head)
2379 src = src->head; 2374 src = asrc->head_ ();
2380 2375
2381 prev = 0; 2376 prev = 0;
2382 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2383 { 2378 {
2384 tmp = part->clone (); 2379 tmp = part->clone ();
2385 tmp->x -= src->x; 2380 tmp->x -= src->x;
2386 tmp->y -= src->y; 2381 tmp->y -= src->y;
2387 2382
2405 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2406 2401
2407 return dst; 2402 return dst;
2408} 2403}
2409 2404
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446}
2447
2448/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2406 * has the same type and subtype match.
2450 * returns NULL if no match. 2407 * returns NULL if no match.
2451 */ 2408 */
2452object * 2409object *
2505 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2506 return link->value; 2463 return link->value;
2507 2464
2508 return 0; 2465 return 0;
2509} 2466}
2510
2511 2467
2512/* 2468/*
2513 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2514 * 2470 *
2515 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2655{ 2611{
2656 char flagdesc[512]; 2612 char flagdesc[512];
2657 char info2[256 * 4]; 2613 char info2[256 * 4];
2658 char *p = info; 2614 char *p = info;
2659 2615
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2617 count, uuid.seq,
2662 &name, 2618 &name,
2663 title ? "\",title:" : "", 2619 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2620 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2621 flag_desc (flagdesc, 512), type);
2666 2622
2667 if (env) 2623 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2674} 2630}
2675 2631
2676const char * 2632const char *
2677object::debug_desc () const 2633object::debug_desc () const
2678{ 2634{
2679 static char info[256 * 4]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2680 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2681} 2639}
2682 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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