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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.139 by root, Sat Apr 21 17:34:22 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,
276 278
277 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
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{
563 speed = 0; 581 speed = 0;
564 } 582 }
565 583
566 this->speed = speed; 584 this->speed = speed;
567 585
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 586 if (has_active_speed ())
569 { 587 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 588 else
584 { 589 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 590}
608 591
609/* 592/*
610 * update_object() updates the the map. 593 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
625 */ 608 */
626void 609void
627update_object (object *op, int action) 610update_object (object *op, int action)
628{ 611{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 612 if (op == NULL)
632 { 613 {
633 /* this should never happen */ 614 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 616 return;
659 return; 640 return;
660 } 641 }
661 642
662 mapspace &m = op->ms (); 643 mapspace &m = op->ms ();
663 644
664 if (m.flags_ & P_NEED_UPDATE) 645 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 646 /* nop */;
666 else if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
667 { 648 {
668 // this is likely overkill, TODO: revisit (schmorp) 649 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 659 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 660 * to have move_allow right now.
680 */ 661 */
681 || ((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
682 || 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)
683 m.flags_ = P_NEED_UPDATE; 664 m.flags_ = 0;
684 } 665 }
685 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 668 * that is being removed.
688 */ 669 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 671 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
693 else 674 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 676
696 if (op->more) 677 if (op->more)
697 update_object (op->more, action); 678 update_object (op->more, action);
698} 679}
699 680
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 681object::object ()
704{ 682{
705 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
706 684
707 expmul = 1.0; 685 expmul = 1.0;
708 face = blank_face; 686 face = blank_face;
709} 687}
710 688
711object::~object () 689object::~object ()
712{ 690{
691 unlink ();
692
713 free_key_values (this); 693 free_key_values (this);
714} 694}
715 695
696static int object_count;
697
716void object::link () 698void object::link ()
717{ 699{
718 count = ++ob_count; 700 assert (!index);//D
719 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
720 703
721 prev = 0; 704 refcnt_inc ();
722 next = object::first; 705 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 706}
729 707
730void object::unlink () 708void object::unlink ()
731{ 709{
732 if (this == object::first) 710 if (!index)
733 object::first = next; 711 return;
734 712
735 /* Remove this object from the list of used objects */ 713 objects.erase (this);
736 if (prev) prev->next = next; 714 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 715}
742 716
743void 717void
718object::activate ()
719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
724 if (has_active_speed ())
725 actives.insert (this);
726}
727
728void
744object::activate (bool recursive) 729object::activate_recursive ()
745{ 730{
746 // uh, hack 731 activate ();
747 set_speed (speed);
748 732
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 733 for (object *op = inv; op; op = op->below)
751 op->activate (1); 734 op->activate_recursive ();
752} 735}
753 736
754/* This function removes object 'op' from the list of active 737/* This function removes object 'op' from the list of active
755 * objects. 738 * objects.
756 * This should only be used for style maps or other such 739 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 741 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 742 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 743 * will do the right thing based on the speed of the object.
761 */ 744 */
762void 745void
763object::deactivate (bool recursive) 746object::deactivate ()
764{ 747{
765 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 749 if (!active)
767 return; 750 return;
768 751
769 if (active_prev == 0) 752 actives.erase (this);
770 { 753}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 754
782 active_next = 0; 755void
783 active_prev = 0; 756object::deactivate_recursive ()
784 757{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
787 op->deactivate (1); 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 }
788} 772}
789 773
790/* 774/*
791 * 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.
792 * object.c ? 776 * object.c ?
807 * drop on that space. 791 * drop on that space.
808 */ 792 */
809 if (!drop_to_ground 793 if (!drop_to_ground
810 || !map 794 || !map
811 || map->in_memory != MAP_IN_MEMORY 795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 797 || ms ().move_block == MOVE_ALL)
813 { 798 {
814 while (inv) 799 while (inv)
815 { 800 {
816 inv->destroy_inv (drop_to_ground); 801 inv->destroy_inv (drop_to_ground);
825 810
826 if (op->flag [FLAG_STARTEQUIP] 811 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 812 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 813 || op->type == RUNE
829 || op->type == TRAP 814 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 817 op->destroy ();
832 else 818 else
833 map->insert (op, x, y); 819 map->insert (op, x, y);
834 } 820 }
835 } 821 }
843} 829}
844 830
845void 831void
846object::do_destroy () 832object::do_destroy ()
847{ 833{
834 attachable::do_destroy ();
835
848 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 837 remove_button_link (this);
850 838
851 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
852 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 }
853 849
854 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
855 remove (); 851 remove ();
856 852
857 if (flag [FLAG_FREED]) 853 destroy_inv (true);
858 return;
859 854
860 set_speed (0); 855 deactivate ();
856 unlink ();
861 857
862 flag [FLAG_FREED] = 1; 858 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 859
869 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
870 { 861 {
871 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
872 863
877 freed_map->name = "/internal/freed_objects_map"; 868 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 869 freed_map->width = 3;
879 freed_map->height = 3; 870 freed_map->height = 3;
880 871
881 freed_map->alloc (); 872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
882 } 874 }
883 875
884 map = freed_map; 876 map = freed_map;
885 x = 1; 877 x = 1;
886 y = 1; 878 y = 1;
896 888
897 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
898 owner = 0; 890 owner = 0;
899 enemy = 0; 891 enemy = 0;
900 attacked_by = 0; 892 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 893}
905 894
906void 895void
907object::destroy (bool destroy_inventory) 896object::destroy (bool destroy_inventory)
908{ 897{
936 * 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
937 * 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
938 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
940 * the previous environment. 929 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 930 */
943void 931void
944object::remove () 932object::do_remove ()
945{ 933{
946 object *tmp, *last = 0; 934 object *tmp, *last = 0;
947 object *otmp; 935 object *otmp;
948 936
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 980 }
993 else if (map) 981 else if (map)
994 { 982 {
995 if (type == PLAYER) 983 if (type == PLAYER)
996 { 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
997 --map->players; 991 --map->players;
998 map->last_access = runtime; 992 map->touch ();
999 } 993 }
1000 994
995 map->dirty = true;
996 mapspace &ms = this->ms ();
1001 997
1002 /* link the object above us */ 998 /* link the object above us */
1003 if (above) 999 if (above)
1004 above->below = below; 1000 above->below = below;
1005 else 1001 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
1007 1003
1008 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
1009 if (below) 1005 if (below)
1010 below->above = above; 1006 below->above = above;
1011 else 1007 else
1013 /* 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
1014 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1011 * evident
1016 */ 1012 */
1017 if (GET_MAP_OB (map, x, y) != this) 1013 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1015
1028 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1029 } 1017 }
1030 1018
1031 above = 0; 1019 above = 0;
1032 below = 0; 1020 below = 0;
1033 1021
1034 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1035 return; 1023 return;
1036 1024
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1026
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1028 {
1041 /* 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
1042 * being removed. 1030 * being removed.
1043 */ 1031 */
1044 1032
1078 } 1066 }
1079 1067
1080 /* last == NULL if there are no objects on this space */ 1068 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1069 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1070 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1071 map->at (x, y).flags_ = 0;
1084 else 1072 else
1085 update_object (last, UP_OBJ_REMOVE); 1073 update_object (last, UP_OBJ_REMOVE);
1086 1074
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1076 update_all_los (map, x, y);
1124 } 1112 }
1125 1113
1126 return 0; 1114 return 0;
1127} 1115}
1128 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
1129/* 1140/*
1130 * 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
1131 * job preparing multi-part monsters 1142 * job preparing multi-part monsters.
1132 */ 1143 */
1133object * 1144object *
1134insert_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)
1135{ 1146{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 * just 'op' otherwise 1174 * just 'op' otherwise
1164 */ 1175 */
1165object * 1176object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1178{
1179 assert (!op->flag [FLAG_FREED]);
1180
1168 object *tmp, *top, *floor = NULL; 1181 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1182
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1183 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1184
1177 if (!m) 1185#if 0
1178 { 1186 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1187 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1188 op->activate_recursive ();
1181 free (dump); 1189 else
1182 return op; 1190 op->deactivate_recursive ();
1183 } 1191#endif
1184 1192
1185 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1186 { 1194 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1195 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1196#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1197 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1198 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1199 * improperly inserted.
1193 */ 1200 */
1194 abort (); 1201 abort ();
1195#endif 1202#endif
1196 free (dump);
1197 return op; 1203 return op;
1198 } 1204 }
1199 1205
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1206 if (object *more = op->more)
1213 1207 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1208 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1209 {
1231 if (!op->head) 1210 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1211 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1212
1234 return 0; 1213 return 0;
1239 1218
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1219 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1220 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1221 * need extra work
1243 */ 1222 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1223 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1224 return 0;
1246 y = op->y; 1225
1226 op->map = m;
1227 mapspace &ms = op->ms ();
1247 1228
1248 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1249 */ 1230 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1232 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1233 if (object::can_merge (op, tmp))
1253 { 1234 {
1254 op->nrof += tmp->nrof; 1235 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1236 tmp->destroy ();
1256 } 1237 }
1273 op->below = originator->below; 1254 op->below = originator->below;
1274 1255
1275 if (op->below) 1256 if (op->below)
1276 op->below->above = op; 1257 op->below->above = op;
1277 else 1258 else
1278 op->ms ().bot = op; 1259 ms.bot = op;
1279 1260
1280 /* since *below* originator, no need to update top */ 1261 /* since *below* originator, no need to update top */
1281 originator->below = op; 1262 originator->below = op;
1282 } 1263 }
1283 else 1264 else
1284 { 1265 {
1266 top = ms.bot;
1267
1285 /* If there are other objects, then */ 1268 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1269 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1270 {
1288 object *last = 0; 1271 object *last = 0;
1289 1272
1290 /* 1273 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1274 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1280 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1281 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1282 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1283 * that flying non pickable objects are spell objects.
1301 */ 1284 */
1302 while (top) 1285 for (top = ms.bot; top; top = top->above)
1303 { 1286 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1287 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1288 floor = top;
1306 1289
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1290 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1293 top = top->below;
1311 break; 1294 break;
1312 } 1295 }
1313 1296
1314 last = top; 1297 last = top;
1315 top = top->above;
1316 } 1298 }
1317 1299
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1300 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1301 top = last;
1320 1302
1322 * looks like instead of lots of conditions here. 1304 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1305 * makes things faster, and effectively the same result.
1324 */ 1306 */
1325 1307
1326 /* Have object 'fall below' other objects that block view. 1308 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1309 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1310 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1311 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1312 * stacking is a bit odd.
1331 */ 1313 */
1332 if (!(flag & INS_ON_TOP) && 1314 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1315 && ms.flags () & P_BLOCKSVIEW
1316 && (op->face && !faces [op->face].visibility))
1334 { 1317 {
1335 for (last = top; last != floor; last = last->below) 1318 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1319 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1320 break;
1321
1338 /* Check to see if we found the object that blocks view, 1322 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1323 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1324 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1325 * set top to the object below us.
1342 */ 1326 */
1344 top = last->below; 1328 top = last->below;
1345 } 1329 }
1346 } /* If objects on this space */ 1330 } /* If objects on this space */
1347 1331
1348 if (flag & INS_MAP_LOAD) 1332 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1333 top = ms.top;
1350 1334
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1335 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1336 top = floor;
1353 1337
1354 /* Top is the object that our object (op) is going to get inserted above. 1338 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1339 */
1356 1340
1357 /* First object on this space */ 1341 /* First object on this space */
1358 if (!top) 1342 if (!top)
1359 { 1343 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1344 op->above = ms.bot;
1361 1345
1362 if (op->above) 1346 if (op->above)
1363 op->above->below = op; 1347 op->above->below = op;
1364 1348
1365 op->below = 0; 1349 op->below = 0;
1366 op->ms ().bot = op; 1350 ms.bot = op;
1367 } 1351 }
1368 else 1352 else
1369 { /* get inserted into the stack above top */ 1353 { /* get inserted into the stack above top */
1370 op->above = top->above; 1354 op->above = top->above;
1371 1355
1375 op->below = top; 1359 op->below = top;
1376 top->above = op; 1360 top->above = op;
1377 } 1361 }
1378 1362
1379 if (!op->above) 1363 if (!op->above)
1380 op->ms ().top = op; 1364 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1365 } /* else not INS_BELOW_ORIGINATOR */
1382 1366
1383 if (op->type == PLAYER) 1367 if (op->type == PLAYER)
1384 { 1368 {
1385 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1386 ++op->map->players; 1370 ++op->map->players;
1387 op->map->last_access = runtime; 1371 op->map->touch ();
1388 } 1372 }
1373
1374 op->map->dirty = true;
1389 1375
1390 /* If we have a floor, we know the player, if any, will be above 1376 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1392 */ 1378 */
1393 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1380 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1381 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1382 pl->contr->ns->floorbox_update ();
1397 1383
1398 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1385 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1386 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1387 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1391 * of effect may be sufficient.
1406 */ 1392 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1409 1395
1447{ 1433{
1448 object *tmp, *tmp1; 1434 object *tmp, *tmp1;
1449 1435
1450 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1451 1437
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1438 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1440 tmp->destroy ();
1455 1441
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1443
1461} 1447}
1462 1448
1463object * 1449object *
1464object::insert_at (object *where, object *originator, int flags) 1450object::insert_at (object *where, object *originator, int flags)
1465{ 1451{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1452 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1453}
1468 1454
1469/* 1455/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1511 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1513 * 1499 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1501 */
1516
1517object * 1502object *
1518decrease_ob_nr (object *op, uint32 i) 1503decrease_ob_nr (object *op, uint32 i)
1519{ 1504{
1520 object *tmp; 1505 object *tmp;
1521 1506
1596 1581
1597/* 1582/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1583 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1584 * and also updates how much the environment(s) is/are carrying.
1600 */ 1585 */
1601
1602void 1586void
1603add_weight (object *op, signed long weight) 1587add_weight (object *op, signed long weight)
1604{ 1588{
1605 while (op != NULL) 1589 while (op != NULL)
1606 { 1590 {
1638 * inside the object environment. 1622 * inside the object environment.
1639 * 1623 *
1640 * The function returns now pointer to inserted item, and return value can 1624 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1642 */ 1626 */
1643
1644object * 1627object *
1645object::insert (object *op) 1628object::insert (object *op)
1646{ 1629{
1647 object *tmp, *otmp; 1630 object *tmp, *otmp;
1648 1631
1780 1763
1781 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
1783 */ 1766 */
1784 1767
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1769 {
1787 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1771 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1772 * we don't need to check all of them.
1790 */ 1773 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1793 {
1811 1794
1812 float 1795 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1797
1815 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1801 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1849 */ 1832 */
1850object * 1833object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1835{
1853 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
1854 { 1837 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1839 return NULL;
1857 } 1840 }
1858 1841
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1843 if (tmp->arch == at)
1861 return tmp; 1844 return tmp;
1862 1845
1863 return NULL; 1846 return NULL;
1864} 1847}
1875 { 1858 {
1876 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1860 return NULL;
1878 } 1861 }
1879 1862
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1864 if (tmp->type == type)
1882 return tmp; 1865 return tmp;
1883 1866
1884 return NULL; 1867 return NULL;
1885} 1868}
2025 } 2008 }
2026 2009
2027 if (!index) 2010 if (!index)
2028 return -1; 2011 return -1;
2029 2012
2030 return altern[RANDOM () % index]; 2013 return altern [rndm (index)];
2031} 2014}
2032 2015
2033/* 2016/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2017 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2018 * find_free_spot(), but it will search max number of squares.
2056{ 2039{
2057 arr += begin; 2040 arr += begin;
2058 end -= begin; 2041 end -= begin;
2059 2042
2060 while (--end) 2043 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2044 swap (arr [end], arr [rndm (end + 1)]);
2062} 2045}
2063 2046
2064/* new function to make monster searching more efficient, and effective! 2047/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2048 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2049 * the spaces to find monsters. In this way, it won't always look for
2200 2183
2201 return 3; 2184 return 3;
2202} 2185}
2203 2186
2204/* 2187/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2190 */
2226
2227int 2191int
2228dirdiff (int dir1, int dir2) 2192dirdiff (int dir1, int dir2)
2229{ 2193{
2230 int d; 2194 int d;
2231 2195
2397 insert_ob_in_ob (object_create_clone (item), dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2398 2362
2399 return dst; 2363 return dst;
2400} 2364}
2401 2365
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438}
2439
2440/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2367 * has the same type and subtype match.
2442 * returns NULL if no match. 2368 * returns NULL if no match.
2443 */ 2369 */
2444object * 2370object *
2497 if (link->key == canonical_key) 2423 if (link->key == canonical_key)
2498 return link->value; 2424 return link->value;
2499 2425
2500 return 0; 2426 return 0;
2501} 2427}
2502
2503 2428
2504/* 2429/*
2505 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2506 * 2431 *
2507 * canonical_key is a shared string (value doesn't have to be). 2432 * canonical_key is a shared string (value doesn't have to be).
2610 } 2535 }
2611 else 2536 else
2612 item = item->env; 2537 item = item->env;
2613} 2538}
2614 2539
2540
2541const char *
2542object::flag_desc (char *desc, int len) const
2543{
2544 char *p = desc;
2545 bool first = true;
2546
2547 *p = 0;
2548
2549 for (int i = 0; i < NUM_FLAGS; i++)
2550 {
2551 if (len <= 10) // magic constant!
2552 {
2553 snprintf (p, len, ",...");
2554 break;
2555 }
2556
2557 if (flag [i])
2558 {
2559 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2560 len -= cnt;
2561 p += cnt;
2562 first = false;
2563 }
2564 }
2565
2566 return desc;
2567}
2568
2615// return a suitable string describing an objetc in enough detail to find it 2569// return a suitable string describing an object in enough detail to find it
2616const char * 2570const char *
2617object::debug_desc (char *info) const 2571object::debug_desc (char *info) const
2618{ 2572{
2573 char flagdesc[512];
2619 char info2[256 * 3]; 2574 char info2[256 * 4];
2620 char *p = info; 2575 char *p = info;
2621 2576
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2578 count, uuid.seq,
2624 &name, 2579 &name,
2625 title ? " " : "", 2580 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2581 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type);
2627 2583
2628 if (env) 2584 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2586
2631 if (map) 2587 if (map)
2635} 2591}
2636 2592
2637const char * 2593const char *
2638object::debug_desc () const 2594object::debug_desc () const
2639{ 2595{
2640 static char info[256 * 3]; 2596 static char info[256 * 4];
2641 return debug_desc (info); 2597 return debug_desc (info);
2642} 2598}
2643 2599
2600const char *
2601object::debug_desc2 () const
2602{
2603 static char info[256 * 4];
2604 return debug_desc (info);
2605}
2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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