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Comparing deliantra/server/common/object.C (file contents):
Revision 1.98 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.138 by root, Sat Apr 21 16:56:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
355/* 357/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 359 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
359 */ 361 */
360
361char * 362char *
362dump_object (object *op) 363dump_object (object *op)
363{ 364{
364 if (!op) 365 if (!op)
365 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
366 367
367 object_freezer freezer; 368 object_freezer freezer;
368 save_object (freezer, op, 1); 369 op->write (freezer);
369 return freezer.as_string (); 370 return freezer.as_string ();
370} 371}
371 372
372/* 373/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
390} 391}
391 392
392/* 393/*
393 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
394 */ 395 */
395
396object * 396object *
397find_object (tag_t i) 397find_object (tag_t i)
398{ 398{
399 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
400 if (op->count == i) 400 if (op->count == i)
401 return op; 401 return op;
402 402
403 return 0; 403 return 0;
404} 404}
405 405
406/* 406/*
407 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
410 */ 410 */
411
412object * 411object *
413find_object_name (const char *str) 412find_object_name (const char *str)
414{ 413{
415 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
416 object *op; 415 object *op;
417 416
418 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
419 if (op->name == str_) 418 if (op->name == str_)
420 break; 419 break;
421 420
422 return op; 421 return op;
423} 422}
455 * refcounts and freeing the links. 454 * refcounts and freeing the links.
456 */ 455 */
457static void 456static void
458free_key_values (object *op) 457free_key_values (object *op)
459{ 458{
460 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
461 { 460 {
462 key_value *next = i->next; 461 key_value *next = i->next;
463 delete i; 462 delete i;
464 463
465 i = next; 464 i = next;
466 } 465 }
467 466
468 op->key_values = 0; 467 op->key_values = 0;
469} 468}
470 469
471/* 470object &
472 * copy_to first frees everything allocated by the dst object, 471object::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{ 472{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 473 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 474 bool is_removed = flag [FLAG_REMOVED];
484 475
485 *(object_copy *)dst = *this; 476 *(object_copy *)this = src;
486 477
487 if (is_freed) 478 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 479 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;
495 480
496 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
497 if (key_values) 482 if (src.key_values)
498 { 483 {
499 key_value *tail = 0; 484 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 485 key_values = 0;
503 486
504 for (i = key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
505 { 488 {
506 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
507 490
508 new_link->next = 0; 491 new_link->next = 0;
509 new_link->key = i->key; 492 new_link->key = i->key;
510 new_link->value = i->value; 493 new_link->value = i->value;
511 494
512 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
513 if (!dst->key_values) 496 if (!key_values)
514 { 497 {
515 dst->key_values = new_link; 498 key_values = new_link;
516 tail = new_link; 499 tail = new_link;
517 } 500 }
518 else 501 else
519 { 502 {
520 tail->next = new_link; 503 tail->next = new_link;
521 tail = new_link; 504 tail = new_link;
522 } 505 }
523 } 506 }
524 } 507 }
508}
509
510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525 525
526 dst->set_speed (dst->speed); 526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
527} 545}
528 546
529object * 547object *
530object::clone () 548object::clone ()
531{ 549{
589 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
590 */ 608 */
591void 609void
592update_object (object *op, int action) 610update_object (object *op, int action)
593{ 611{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 612 if (op == NULL)
597 { 613 {
598 /* this should never happen */ 614 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 616 return;
624 return; 640 return;
625 } 641 }
626 642
627 mapspace &m = op->ms (); 643 mapspace &m = op->ms ();
628 644
629 if (m.flags_ & P_NEED_UPDATE) 645 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 646 /* nop */;
631 else if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
632 { 648 {
633 // this is likely overkill, TODO: revisit (schmorp) 649 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 659 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 660 * to have move_allow right now.
645 */ 661 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 662 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 664 m.flags_ = 0;
649 } 665 }
650 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 668 * that is being removed.
653 */ 669 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 671 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
658 else 674 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 676
661 if (op->more) 677 if (op->more)
662 update_object (op->more, action); 678 update_object (op->more, action);
663} 679}
664 680
665object *object::first;
666
667object::object () 681object::object ()
668{ 682{
669 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
670 684
671 expmul = 1.0; 685 expmul = 1.0;
672 face = blank_face; 686 face = blank_face;
673} 687}
674 688
675object::~object () 689object::~object ()
676{ 690{
691 unlink ();
692
677 free_key_values (this); 693 free_key_values (this);
678} 694}
679 695
696static int object_count;
697
680void object::link () 698void object::link ()
681{ 699{
682 count = ++ob_count; 700 assert (!index);//D
683 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
684 703
685 prev = 0; 704 refcnt_inc ();
686 next = object::first; 705 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 706}
693 707
694void object::unlink () 708void object::unlink ()
695{ 709{
696 if (this == object::first) 710 if (!index)
697 object::first = next; 711 return;
698 712
699 /* Remove this object from the list of used objects */ 713 objects.erase (this);
700 if (prev) prev->next = next; 714 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} 715}
712 716
713void 717void
714object::activate () 718object::activate ()
715{ 719{
716 /* If already on active list, don't do anything */ 720 /* If already on active list, don't do anything */
717 if (active ()) 721 if (active)
718 return; 722 return;
719 723
720 if (has_active_speed ()) 724 if (has_active_speed ())
721 { 725 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} 726}
732 727
733void 728void
734object::activate_recursive () 729object::activate_recursive ()
735{ 730{
736 activate (); 731 activate ();
737 732
738 for (object *op = inv; op; op = op->above) 733 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 734 op->activate_recursive ();
740} 735}
741 736
742/* This function removes object 'op' from the list of active 737/* This function removes object 'op' from the list of active
743 * objects. 738 * objects.
749 */ 744 */
750void 745void
751object::deactivate () 746object::deactivate ()
752{ 747{
753 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 749 if (!active)
755 return; 750 return;
756 751
757 if (active_prev == 0) 752 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} 753}
773 754
774void 755void
775object::deactivate_recursive () 756object::deactivate_recursive ()
776{ 757{
777 for (object *op = inv; op; op = op->above) 758 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 759 op->deactivate_recursive ();
779 760
780 deactivate (); 761 deactivate ();
762}
763
764void
765object::set_flag_inv (int flag, int value)
766{
767 for (object *op = inv; op; op = op->below)
768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
781} 772}
782 773
783/* 774/*
784 * Remove and free all objects in the inventory of the given object. 775 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 776 * object.c ?
800 * drop on that space. 791 * drop on that space.
801 */ 792 */
802 if (!drop_to_ground 793 if (!drop_to_ground
803 || !map 794 || !map
804 || map->in_memory != MAP_IN_MEMORY 795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 797 || ms ().move_block == MOVE_ALL)
806 { 798 {
807 while (inv) 799 while (inv)
808 { 800 {
809 inv->destroy_inv (drop_to_ground); 801 inv->destroy_inv (drop_to_ground);
818 810
819 if (op->flag [FLAG_STARTEQUIP] 811 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 812 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 813 || op->type == RUNE
822 || op->type == TRAP 814 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 817 op->destroy ();
825 else 818 else
826 map->insert (op, x, y); 819 map->insert (op, x, y);
827 } 820 }
828 } 821 }
836} 829}
837 830
838void 831void
839object::do_destroy () 832object::do_destroy ()
840{ 833{
834 attachable::do_destroy ();
835
841 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 837 remove_button_link (this);
843 838
844 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
845 remove_friendly_object (this); 841 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
846 849
847 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
848 remove (); 851 remove ();
849 852
850 if (flag [FLAG_FREED]) 853 destroy_inv (true);
851 return;
852 854
853 set_speed (0); 855 deactivate ();
856 unlink ();
854 857
855 flag [FLAG_FREED] = 1; 858 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 859
862 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
863 { 861 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 862 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 863
870 freed_map->name = "/internal/freed_objects_map"; 868 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 869 freed_map->width = 3;
872 freed_map->height = 3; 870 freed_map->height = 3;
873 871
874 freed_map->alloc (); 872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
875 } 874 }
876 875
877 map = freed_map; 876 map = freed_map;
878 x = 1; 877 x = 1;
879 y = 1; 878 y = 1;
889 888
890 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
891 owner = 0; 890 owner = 0;
892 enemy = 0; 891 enemy = 0;
893 attacked_by = 0; 892 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 893}
898 894
899void 895void
900object::destroy (bool destroy_inventory) 896object::destroy (bool destroy_inventory)
901{ 897{
929 * This function removes the object op from the linked list of objects 925 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 926 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
933 * the previous environment. 929 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 930 */
936void 931void
937object::remove () 932object::do_remove ()
938{ 933{
939 object *tmp, *last = 0; 934 object *tmp, *last = 0;
940 object *otmp; 935 object *otmp;
941 936
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 980 }
986 else if (map) 981 else if (map)
987 { 982 {
988 if (type == PLAYER) 983 if (type == PLAYER)
989 { 984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
990 --map->players; 991 --map->players;
991 map->last_access = runtime; 992 map->touch ();
992 } 993 }
993 994
994 map->dirty = true; 995 map->dirty = true;
996 mapspace &ms = this->ms ();
995 997
996 /* link the object above us */ 998 /* link the object above us */
997 if (above) 999 if (above)
998 above->below = below; 1000 above->below = below;
999 else 1001 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
1001 1003
1002 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
1003 if (below) 1005 if (below)
1004 below->above = above; 1006 below->above = above;
1005 else 1007 else
1007 /* Nothing below, which means we need to relink map object for this space 1009 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1011 * evident
1010 */ 1012 */
1011 if (GET_MAP_OB (map, x, y) != this) 1013 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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); 1014 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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1015
1022 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1023 } 1017 }
1024 1018
1025 above = 0; 1019 above = 0;
1026 below = 0; 1020 below = 0;
1027 1021
1028 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1029 return; 1023 return;
1030 1024
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1026
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1028 {
1035 /* No point updating the players look faces if he is the object 1029 /* No point updating the players look faces if he is the object
1036 * being removed. 1030 * being removed.
1037 */ 1031 */
1038 1032
1072 } 1066 }
1073 1067
1074 /* last == NULL if there are no objects on this space */ 1068 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1069 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last) 1070 if (!last)
1077 map->at (x, y).flags_ = P_NEED_UPDATE; 1071 map->at (x, y).flags_ = 0;
1078 else 1072 else
1079 update_object (last, UP_OBJ_REMOVE); 1073 update_object (last, UP_OBJ_REMOVE);
1080 1074
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y); 1076 update_all_los (map, x, y);
1118 } 1112 }
1119 1113
1120 return 0; 1114 return 0;
1121} 1115}
1122 1116
1117void
1118object::expand_tail ()
1119{
1120 if (more)
1121 return;
1122
1123 object *prev = this;
1124
1125 for (archetype *at = arch->more; at; at = at->more)
1126 {
1127 object *op = arch_to_object (at);
1128
1129 op->name = name;
1130 op->name_pl = name_pl;
1131 op->title = title;
1132
1133 op->head = this;
1134 prev->more = op;
1135
1136 prev = op;
1137 }
1138}
1139
1123/* 1140/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1141 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1142 * job preparing multi-part monsters.
1126 */ 1143 */
1127object * 1144object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1145insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1146{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1157 * just 'op' otherwise 1174 * just 'op' otherwise
1158 */ 1175 */
1159object * 1176object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1178{
1179 assert (!op->flag [FLAG_FREED]);
1180
1162 object *tmp, *top, *floor = NULL; 1181 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1182
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1183 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170 1184
1171 if (!m) 1185 if (!m->active != !op->active)
1172 { 1186 if (m->active)
1173 char *dump = dump_object (op); 1187 op->activate_recursive ();
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1188 else
1175 free (dump); 1189 op->deactivate_recursive ();
1176 return op;
1177 }
1178 1190
1179 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1180 { 1192 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1183#ifdef MANY_CORES 1194#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted. 1197 * improperly inserted.
1187 */ 1198 */
1188 abort (); 1199 abort ();
1189#endif 1200#endif
1190 free (dump);
1191 return op; 1201 return op;
1192 } 1202 }
1193 1203
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1204 if (object *more = op->more)
1207 1205 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1207 {
1225 if (!op->head) 1208 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1210
1228 return 0; 1211 return 0;
1233 1216
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1219 * need extra work
1237 */ 1220 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1222 return 0;
1240 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1241 1226
1242 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1243 */ 1228 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1247 { 1232 {
1248 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1234 tmp->destroy ();
1250 } 1235 }
1267 op->below = originator->below; 1252 op->below = originator->below;
1268 1253
1269 if (op->below) 1254 if (op->below)
1270 op->below->above = op; 1255 op->below->above = op;
1271 else 1256 else
1272 op->ms ().bot = op; 1257 ms.bot = op;
1273 1258
1274 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1275 originator->below = op; 1260 originator->below = op;
1276 } 1261 }
1277 else 1262 else
1278 { 1263 {
1264 top = ms.bot;
1265
1279 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1268 {
1282 object *last = 0; 1269 object *last = 0;
1283 1270
1284 /* 1271 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1278 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1279 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1280 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1295 */ 1282 */
1296 while (top) 1283 for (top = ms.bot; top; top = top->above)
1297 { 1284 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1286 floor = top;
1300 1287
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1291 top = top->below;
1305 break; 1292 break;
1306 } 1293 }
1307 1294
1308 last = top; 1295 last = top;
1309 top = top->above;
1310 } 1296 }
1311 1297
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1299 top = last;
1314 1300
1316 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1318 */ 1304 */
1319 1305
1320 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1310 * stacking is a bit odd.
1325 */ 1311 */
1326 if (!(flag & INS_ON_TOP) && 1312 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1328 { 1315 {
1329 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1318 break;
1319
1332 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1323 * set top to the object below us.
1336 */ 1324 */
1338 top = last->below; 1326 top = last->below;
1339 } 1327 }
1340 } /* If objects on this space */ 1328 } /* If objects on this space */
1341 1329
1342 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1344 1332
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1334 top = floor;
1347 1335
1348 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1337 */
1350 1338
1351 /* First object on this space */ 1339 /* First object on this space */
1352 if (!top) 1340 if (!top)
1353 { 1341 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1355 1343
1356 if (op->above) 1344 if (op->above)
1357 op->above->below = op; 1345 op->above->below = op;
1358 1346
1359 op->below = 0; 1347 op->below = 0;
1360 op->ms ().bot = op; 1348 ms.bot = op;
1361 } 1349 }
1362 else 1350 else
1363 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1364 op->above = top->above; 1352 op->above = top->above;
1365 1353
1369 op->below = top; 1357 op->below = top;
1370 top->above = op; 1358 top->above = op;
1371 } 1359 }
1372 1360
1373 if (!op->above) 1361 if (!op->above)
1374 op->ms ().top = op; 1362 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1376 1364
1377 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1378 { 1366 {
1379 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1380 ++op->map->players; 1368 ++op->map->players;
1381 op->map->last_access = runtime; 1369 op->map->touch ();
1382 } 1370 }
1383 1371
1384 op->map->dirty = true; 1372 op->map->dirty = true;
1385 1373
1386 /* If we have a floor, we know the player, if any, will be above 1374 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there. 1375 * it, so save a few ticks and start from there.
1388 */ 1376 */
1389 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1378 if (object *pl = ms.player ())
1391 if (pl->contr->ns) 1379 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1380 pl->contr->ns->floorbox_update ();
1393 1381
1394 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1383 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1384 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1385 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1389 * of effect may be sufficient.
1402 */ 1390 */
1403 if (op->map->darkness && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1405 1393
1443{ 1431{
1444 object *tmp, *tmp1; 1432 object *tmp, *tmp1;
1445 1433
1446 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1447 1435
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy (); 1438 tmp->destroy ();
1451 1439
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1441
1457} 1445}
1458 1446
1459object * 1447object *
1460object::insert_at (object *where, object *originator, int flags) 1448object::insert_at (object *where, object *originator, int flags)
1461{ 1449{
1462 where->map->insert (this, where->x, where->y, originator, flags); 1450 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1451}
1464 1452
1465/* 1453/*
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1467 * is returned contains nr objects, and the remaining parts contains 1455 * is returned contains nr objects, and the remaining parts contains
1507 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1509 * 1497 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1499 */
1512
1513object * 1500object *
1514decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1515{ 1502{
1516 object *tmp; 1503 object *tmp;
1517 1504
1592 1579
1593/* 1580/*
1594 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1596 */ 1583 */
1597
1598void 1584void
1599add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1600{ 1586{
1601 while (op != NULL) 1587 while (op != NULL)
1602 { 1588 {
1634 * inside the object environment. 1620 * inside the object environment.
1635 * 1621 *
1636 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1638 */ 1624 */
1639
1640object * 1625object *
1641object::insert (object *op) 1626object::insert (object *op)
1642{ 1627{
1643 object *tmp, *otmp; 1628 object *tmp, *otmp;
1644 1629
1776 1761
1777 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1779 */ 1764 */
1780 1765
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1767 {
1783 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1770 * we don't need to check all of them.
1786 */ 1771 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1791 {
1807 1792
1808 float 1793 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1795
1811 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1799 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1845 */ 1830 */
1846object * 1831object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1833{
1849 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
1850 { 1835 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1837 return NULL;
1853 } 1838 }
1854 1839
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1841 if (tmp->arch == at)
1857 return tmp; 1842 return tmp;
1858 1843
1859 return NULL; 1844 return NULL;
1860} 1845}
1871 { 1856 {
1872 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1858 return NULL;
1874 } 1859 }
1875 1860
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1862 if (tmp->type == type)
1878 return tmp; 1863 return tmp;
1879 1864
1880 return NULL; 1865 return NULL;
1881} 1866}
2021 } 2006 }
2022 2007
2023 if (!index) 2008 if (!index)
2024 return -1; 2009 return -1;
2025 2010
2026 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2027} 2012}
2028 2013
2029/* 2014/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2052{ 2037{
2053 arr += begin; 2038 arr += begin;
2054 end -= begin; 2039 end -= begin;
2055 2040
2056 while (--end) 2041 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2042 swap (arr [end], arr [rndm (end + 1)]);
2058} 2043}
2059 2044
2060/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2046 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2047 * the spaces to find monsters. In this way, it won't always look for
2196 2181
2197 return 3; 2182 return 3;
2198} 2183}
2199 2184
2200/* 2185/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2188 */
2222
2223int 2189int
2224dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2225{ 2191{
2226 int d; 2192 int d;
2227 2193
2393 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2394 2360
2395 return dst; 2361 return dst;
2396} 2362}
2397 2363
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2365 * has the same type and subtype match.
2438 * returns NULL if no match. 2366 * returns NULL if no match.
2439 */ 2367 */
2440object * 2368object *
2493 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2494 return link->value; 2422 return link->value;
2495 2423
2496 return 0; 2424 return 0;
2497} 2425}
2498
2499 2426
2500/* 2427/*
2501 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2502 * 2429 *
2503 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2613object::flag_desc (char *desc, int len) const 2540object::flag_desc (char *desc, int len) const
2614{ 2541{
2615 char *p = desc; 2542 char *p = desc;
2616 bool first = true; 2543 bool first = true;
2617 2544
2545 *p = 0;
2546
2618 for (int i = 0; i < NUM_FLAGS; i++) 2547 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2548 {
2620 if (len <= 10) // magic constant! 2549 if (len <= 10) // magic constant!
2621 { 2550 {
2622 snprintf (p, len, ",..."); 2551 snprintf (p, len, ",...");
2623 break; 2552 break;
2624 } 2553 }
2625 2554
2626 if (flag[i]) 2555 if (flag [i])
2627 { 2556 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2558 len -= cnt;
2630 p += cnt; 2559 p += cnt;
2631 first = false; 2560 first = false;
2633 } 2562 }
2634 2563
2635 return desc; 2564 return desc;
2636} 2565}
2637 2566
2638// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2639const char * 2568const char *
2640object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2641{ 2570{
2642 char flagdesc[512]; 2571 char flagdesc[512];
2643 char info2[256 * 4]; 2572 char info2[256 * 4];
2644 char *p = info; 2573 char *p = info;
2645 2574
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2647 count, uuid.seq, 2576 count, uuid.seq,
2648 &name, 2577 &name,
2649 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2650 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2652 2581
2653 if (env) 2582 if (env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2660} 2589}
2661 2590
2662const char * 2591const char *
2663object::debug_desc () const 2592object::debug_desc () const
2664{ 2593{
2665 static char info[256 * 3]; 2594 static char info[256 * 4];
2666 return debug_desc (info); 2595 return debug_desc (info);
2667} 2596}
2668 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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