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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 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,
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{
564 } 582 }
565 583
566 this->speed = speed; 584 this->speed = speed;
567 585
568 if (has_active_speed ()) 586 if (has_active_speed ())
569 activate (false); 587 activate ();
570 else 588 else
571 deactivate (false); 589 deactivate ();
572} 590}
573 591
574/* 592/*
575 * update_object() updates the the map. 593 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
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::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 681object::object ()
669{ 682{
670 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
671 684
672 expmul = 1.0; 685 expmul = 1.0;
673 face = blank_face; 686 face = blank_face;
674} 687}
675 688
676object::~object () 689object::~object ()
677{ 690{
691 unlink ();
692
678 free_key_values (this); 693 free_key_values (this);
679} 694}
680 695
696static int object_count;
697
681void object::link () 698void object::link ()
682{ 699{
683 count = ++ob_count; 700 assert (!index);//D
684 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
685 703
686 prev = 0; 704 refcnt_inc ();
687 next = object::first; 705 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 706}
694 707
695void object::unlink () 708void object::unlink ()
696{ 709{
697 if (this == object::first) 710 if (!index)
698 object::first = next; 711 return;
699 712
700 /* Remove this object from the list of used objects */ 713 objects.erase (this);
701 if (prev) prev->next = next; 714 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 715}
707 716
708void 717void
709object::activate (bool recursive) 718object::activate ()
710{ 719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
711 if (has_active_speed ()) 724 if (has_active_speed ())
712 { 725 actives.insert (this);
713 /* If already on active list, don't do anything */ 726}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 727
717 /* process_events() expects us to insert the object at the beginning 728void
718 * of the list. */ 729object::activate_recursive ()
719 active_next = active_objects; 730{
731 activate ();
720 732
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 733 for (object *op = inv; op; op = op->below)
729 op->activate (1); 734 op->activate_recursive ();
730} 735}
731 736
732/* This function removes object 'op' from the list of active 737/* This function removes object 'op' from the list of active
733 * objects. 738 * objects.
734 * This should only be used for style maps or other such 739 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 741 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 742 * The reverse of this is to call update_ob_speed, which
738 * 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.
739 */ 744 */
740void 745void
741object::deactivate (bool recursive) 746object::deactivate ()
742{ 747{
743 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 749 if (!active)
745 return; 750 return;
746 751
747 if (active_prev == 0) 752 actives.erase (this);
748 { 753}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 754
760 active_next = 0; 755void
761 active_prev = 0; 756object::deactivate_recursive ()
762 757{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
765 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 }
766} 772}
767 773
768/* 774/*
769 * 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.
770 * object.c ? 776 * object.c ?
785 * drop on that space. 791 * drop on that space.
786 */ 792 */
787 if (!drop_to_ground 793 if (!drop_to_ground
788 || !map 794 || !map
789 || map->in_memory != MAP_IN_MEMORY 795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 797 || ms ().move_block == MOVE_ALL)
791 { 798 {
792 while (inv) 799 while (inv)
793 { 800 {
794 inv->destroy_inv (drop_to_ground); 801 inv->destroy_inv (drop_to_ground);
803 810
804 if (op->flag [FLAG_STARTEQUIP] 811 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 812 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 813 || op->type == RUNE
807 || op->type == TRAP 814 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 817 op->destroy ();
810 else 818 else
811 map->insert (op, x, y); 819 map->insert (op, x, y);
812 } 820 }
813 } 821 }
821} 829}
822 830
823void 831void
824object::do_destroy () 832object::do_destroy ()
825{ 833{
834 attachable::do_destroy ();
835
826 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 837 remove_button_link (this);
828 838
829 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
830 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 }
831 849
832 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
833 remove (); 851 remove ();
834 852
835 if (flag [FLAG_FREED]) 853 destroy_inv (true);
836 return;
837 854
838 set_speed (0); 855 deactivate ();
856 unlink ();
839 857
840 flag [FLAG_FREED] = 1; 858 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 859
847 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
848 { 861 {
849 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
850 863
855 freed_map->name = "/internal/freed_objects_map"; 868 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 869 freed_map->width = 3;
857 freed_map->height = 3; 870 freed_map->height = 3;
858 871
859 freed_map->alloc (); 872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
860 } 874 }
861 875
862 map = freed_map; 876 map = freed_map;
863 x = 1; 877 x = 1;
864 y = 1; 878 y = 1;
874 888
875 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
876 owner = 0; 890 owner = 0;
877 enemy = 0; 891 enemy = 0;
878 attacked_by = 0; 892 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 893}
883 894
884void 895void
885object::destroy (bool destroy_inventory) 896object::destroy (bool destroy_inventory)
886{ 897{
914 * 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
915 * 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
916 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
918 * the previous environment. 929 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 930 */
921void 931void
922object::remove () 932object::do_remove ()
923{ 933{
924 object *tmp, *last = 0; 934 object *tmp, *last = 0;
925 object *otmp; 935 object *otmp;
926 936
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 980 }
971 else if (map) 981 else if (map)
972 { 982 {
973 if (type == PLAYER) 983 if (type == PLAYER)
974 { 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
975 --map->players; 991 --map->players;
976 map->last_access = runtime; 992 map->touch ();
977 } 993 }
978 994
995 map->dirty = true;
996 mapspace &ms = this->ms ();
979 997
980 /* link the object above us */ 998 /* link the object above us */
981 if (above) 999 if (above)
982 above->below = below; 1000 above->below = below;
983 else 1001 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
985 1003
986 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
987 if (below) 1005 if (below)
988 below->above = above; 1006 below->above = above;
989 else 1007 else
991 /* 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
992 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
993 * evident 1011 * evident
994 */ 1012 */
995 if (GET_MAP_OB (map, x, y) != this) 1013 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "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 ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 1015
1006 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1007 } 1017 }
1008 1018
1009 above = 0; 1019 above = 0;
1010 below = 0; 1020 below = 0;
1011 1021
1012 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1013 return; 1023 return;
1014 1024
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1026
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1028 {
1019 /* 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
1020 * being removed. 1030 * being removed.
1021 */ 1031 */
1022 1032
1056 } 1066 }
1057 1067
1058 /* last == NULL if there are no objects on this space */ 1068 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1069 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1070 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1071 map->at (x, y).flags_ = 0;
1062 else 1072 else
1063 update_object (last, UP_OBJ_REMOVE); 1073 update_object (last, UP_OBJ_REMOVE);
1064 1074
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1076 update_all_los (map, x, y);
1102 } 1112 }
1103 1113
1104 return 0; 1114 return 0;
1105} 1115}
1106 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
1107/* 1140/*
1108 * 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
1109 * job preparing multi-part monsters 1142 * job preparing multi-part monsters.
1110 */ 1143 */
1111object * 1144object *
1112insert_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)
1113{ 1146{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 * just 'op' otherwise 1174 * just 'op' otherwise
1142 */ 1175 */
1143object * 1176object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1178{
1179 assert (!op->flag [FLAG_FREED]);
1180
1146 object *tmp, *top, *floor = NULL; 1181 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1182
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1183 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154 1184
1155 if (!m) 1185#if 0
1156 { 1186 if (!m->active != !op->active)
1157 char *dump = dump_object (op); 1187 if (m->active)
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1188 op->activate_recursive ();
1159 free (dump); 1189 else
1160 return op; 1190 op->deactivate_recursive ();
1161 } 1191#endif
1162 1192
1163 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1164 { 1194 {
1165 char *dump = dump_object (op);
1166 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 ());
1167#ifdef MANY_CORES 1196#ifdef MANY_CORES
1168 /* 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
1169 * 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
1170 * improperly inserted. 1199 * improperly inserted.
1171 */ 1200 */
1172 abort (); 1201 abort ();
1173#endif 1202#endif
1174 free (dump);
1175 return op; 1203 return op;
1176 } 1204 }
1177 1205
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more; 1206 if (object *more = op->more)
1191 1207 {
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1208 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1209 {
1209 if (!op->head) 1210 if (!op->head)
1210 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");
1211 1212
1212 return 0; 1213 return 0;
1217 1218
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1219 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * 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
1220 * need extra work 1221 * need extra work
1221 */ 1222 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1223 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1224 return 0;
1224 y = op->y; 1225
1226 op->map = m;
1227 mapspace &ms = op->ms ();
1225 1228
1226 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1227 */ 1230 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1232 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1233 if (object::can_merge (op, tmp))
1231 { 1234 {
1232 op->nrof += tmp->nrof; 1235 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1236 tmp->destroy ();
1234 } 1237 }
1251 op->below = originator->below; 1254 op->below = originator->below;
1252 1255
1253 if (op->below) 1256 if (op->below)
1254 op->below->above = op; 1257 op->below->above = op;
1255 else 1258 else
1256 op->ms ().bot = op; 1259 ms.bot = op;
1257 1260
1258 /* since *below* originator, no need to update top */ 1261 /* since *below* originator, no need to update top */
1259 originator->below = op; 1262 originator->below = op;
1260 } 1263 }
1261 else 1264 else
1262 { 1265 {
1266 top = ms.bot;
1267
1263 /* If there are other objects, then */ 1268 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1269 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1270 {
1266 object *last = 0; 1271 object *last = 0;
1267 1272
1268 /* 1273 /*
1269 * 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.
1275 * 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
1276 * 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
1277 * 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
1278 * that flying non pickable objects are spell objects. 1283 * that flying non pickable objects are spell objects.
1279 */ 1284 */
1280 while (top) 1285 for (top = ms.bot; top; top = top->above)
1281 { 1286 {
1282 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))
1283 floor = top; 1288 floor = top;
1284 1289
1285 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))
1288 top = top->below; 1293 top = top->below;
1289 break; 1294 break;
1290 } 1295 }
1291 1296
1292 last = top; 1297 last = top;
1293 top = top->above;
1294 } 1298 }
1295 1299
1296 /* 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 */
1297 top = last; 1301 top = last;
1298 1302
1300 * looks like instead of lots of conditions here. 1304 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1305 * makes things faster, and effectively the same result.
1302 */ 1306 */
1303 1307
1304 /* Have object 'fall below' other objects that block view. 1308 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1309 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1310 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1311 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1312 * stacking is a bit odd.
1309 */ 1313 */
1310 if (!(flag & INS_ON_TOP) && 1314 if (!(flag & INS_ON_TOP)
1311 (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))
1312 { 1317 {
1313 for (last = top; last != floor; last = last->below) 1318 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1319 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1320 break;
1321
1316 /* Check to see if we found the object that blocks view, 1322 /* Check to see if we found the object that blocks view,
1317 * 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
1318 * we can get inserted below this one, which requires we 1324 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1325 * set top to the object below us.
1320 */ 1326 */
1322 top = last->below; 1328 top = last->below;
1323 } 1329 }
1324 } /* If objects on this space */ 1330 } /* If objects on this space */
1325 1331
1326 if (flag & INS_MAP_LOAD) 1332 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1333 top = ms.top;
1328 1334
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1335 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1336 top = floor;
1331 1337
1332 /* 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.
1333 */ 1339 */
1334 1340
1335 /* First object on this space */ 1341 /* First object on this space */
1336 if (!top) 1342 if (!top)
1337 { 1343 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1344 op->above = ms.bot;
1339 1345
1340 if (op->above) 1346 if (op->above)
1341 op->above->below = op; 1347 op->above->below = op;
1342 1348
1343 op->below = 0; 1349 op->below = 0;
1344 op->ms ().bot = op; 1350 ms.bot = op;
1345 } 1351 }
1346 else 1352 else
1347 { /* get inserted into the stack above top */ 1353 { /* get inserted into the stack above top */
1348 op->above = top->above; 1354 op->above = top->above;
1349 1355
1353 op->below = top; 1359 op->below = top;
1354 top->above = op; 1360 top->above = op;
1355 } 1361 }
1356 1362
1357 if (!op->above) 1363 if (!op->above)
1358 op->ms ().top = op; 1364 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1365 } /* else not INS_BELOW_ORIGINATOR */
1360 1366
1361 if (op->type == PLAYER) 1367 if (op->type == PLAYER)
1362 { 1368 {
1363 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1364 ++op->map->players; 1370 ++op->map->players;
1365 op->map->last_access = runtime; 1371 op->map->touch ();
1366 } 1372 }
1373
1374 op->map->dirty = true;
1367 1375
1368 /* 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
1369 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1370 */ 1378 */
1371 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1380 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1381 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1382 pl->contr->ns->floorbox_update ();
1375 1383
1376 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1377 * 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
1378 * 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
1379 * on the map will get recalculated. The players could very well 1387 * on the map will get recalculated. The players could very well
1380 * 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 -
1381 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1391 * of effect may be sufficient.
1384 */ 1392 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1387 1395
1425{ 1433{
1426 object *tmp, *tmp1; 1434 object *tmp, *tmp1;
1427 1435
1428 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1429 1437
1430 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)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1440 tmp->destroy ();
1433 1441
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1443
1439} 1447}
1440 1448
1441object * 1449object *
1442object::insert_at (object *where, object *originator, int flags) 1450object::insert_at (object *where, object *originator, int flags)
1443{ 1451{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1452 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1453}
1446 1454
1447/* 1455/*
1448 * 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
1449 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1489 * 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
1490 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1491 * 1499 *
1492 * 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
1493 */ 1501 */
1494
1495object * 1502object *
1496decrease_ob_nr (object *op, uint32 i) 1503decrease_ob_nr (object *op, uint32 i)
1497{ 1504{
1498 object *tmp; 1505 object *tmp;
1499 1506
1574 1581
1575/* 1582/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1583 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1584 * and also updates how much the environment(s) is/are carrying.
1578 */ 1585 */
1579
1580void 1586void
1581add_weight (object *op, signed long weight) 1587add_weight (object *op, signed long weight)
1582{ 1588{
1583 while (op != NULL) 1589 while (op != NULL)
1584 { 1590 {
1616 * inside the object environment. 1622 * inside the object environment.
1617 * 1623 *
1618 * 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
1619 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1620 */ 1626 */
1621
1622object * 1627object *
1623object::insert (object *op) 1628object::insert (object *op)
1624{ 1629{
1625 object *tmp, *otmp; 1630 object *tmp, *otmp;
1626 1631
1758 1763
1759 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
1761 */ 1766 */
1762 1767
1763 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)
1764 { 1769 {
1765 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
1766 * 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,
1767 * we don't need to check all of them. 1772 * we don't need to check all of them.
1768 */ 1773 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((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))
1788 { 1793 {
1789 1794
1790 float 1795 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1797
1793 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1794 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)) ||
1795 (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)))
1796 diff /= 4.0; 1801 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1827 */ 1832 */
1828object * 1833object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1835{
1831 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
1832 { 1837 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1839 return NULL;
1835 } 1840 }
1836 1841
1837 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)
1838 if (tmp->arch == at) 1843 if (tmp->arch == at)
1839 return tmp; 1844 return tmp;
1840 1845
1841 return NULL; 1846 return NULL;
1842} 1847}
1853 { 1858 {
1854 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1860 return NULL;
1856 } 1861 }
1857 1862
1858 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)
1859 if (tmp->type == type) 1864 if (tmp->type == type)
1860 return tmp; 1865 return tmp;
1861 1866
1862 return NULL; 1867 return NULL;
1863} 1868}
2003 } 2008 }
2004 2009
2005 if (!index) 2010 if (!index)
2006 return -1; 2011 return -1;
2007 2012
2008 return altern[RANDOM () % index]; 2013 return altern [rndm (index)];
2009} 2014}
2010 2015
2011/* 2016/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2017 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2018 * find_free_spot(), but it will search max number of squares.
2034{ 2039{
2035 arr += begin; 2040 arr += begin;
2036 end -= begin; 2041 end -= begin;
2037 2042
2038 while (--end) 2043 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2044 swap (arr [end], arr [rndm (end + 1)]);
2040} 2045}
2041 2046
2042/* new function to make monster searching more efficient, and effective! 2047/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2048 * This basically returns a randomized array (in the passed pointer) of
2044 * 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
2178 2183
2179 return 3; 2184 return 3;
2180} 2185}
2181 2186
2182/* 2187/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2190 */
2204
2205int 2191int
2206dirdiff (int dir1, int dir2) 2192dirdiff (int dir1, int dir2)
2207{ 2193{
2208 int d; 2194 int d;
2209 2195
2375 insert_ob_in_ob (object_create_clone (item), dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2376 2362
2377 return dst; 2363 return dst;
2378} 2364}
2379 2365
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2367 * has the same type and subtype match.
2420 * returns NULL if no match. 2368 * returns NULL if no match.
2421 */ 2369 */
2422object * 2370object *
2475 if (link->key == canonical_key) 2423 if (link->key == canonical_key)
2476 return link->value; 2424 return link->value;
2477 2425
2478 return 0; 2426 return 0;
2479} 2427}
2480
2481 2428
2482/* 2429/*
2483 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2484 * 2431 *
2485 * 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).
2595object::flag_desc (char *desc, int len) const 2542object::flag_desc (char *desc, int len) const
2596{ 2543{
2597 char *p = desc; 2544 char *p = desc;
2598 bool first = true; 2545 bool first = true;
2599 2546
2547 *p = 0;
2548
2600 for (int i = 0; i < NUM_FLAGS; i++) 2549 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2550 {
2602 if (len <= 10) // magic constant! 2551 if (len <= 10) // magic constant!
2603 { 2552 {
2604 snprintf (p, len, ",..."); 2553 snprintf (p, len, ",...");
2605 break; 2554 break;
2606 } 2555 }
2607 2556
2608 if (flag[i]) 2557 if (flag [i])
2609 { 2558 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2559 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2560 len -= cnt;
2612 p += cnt; 2561 p += cnt;
2613 first = false; 2562 first = false;
2615 } 2564 }
2616 2565
2617 return desc; 2566 return desc;
2618} 2567}
2619 2568
2620// 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
2621const char * 2570const char *
2622object::debug_desc (char *info) const 2571object::debug_desc (char *info) const
2623{ 2572{
2624 char flagdesc[512]; 2573 char flagdesc[512];
2625 char info2[256 * 4]; 2574 char info2[256 * 4];
2626 char *p = info; 2575 char *p = info;
2627 2576
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2578 count, uuid.seq,
2630 &name, 2579 &name,
2631 title ? "\",title:" : "", 2580 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2582 flag_desc (flagdesc, 512), type);
2634 2583
2635 if (env) 2584 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2591}
2643 2592
2644const char * 2593const char *
2645object::debug_desc () const 2594object::debug_desc () const
2646{ 2595{
2647 static char info[256 * 3]; 2596 static char info[256 * 4];
2648 return debug_desc (info); 2597 return debug_desc (info);
2649} 2598}
2650 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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