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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.152 by root, Thu May 17 14:14:54 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 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>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
322sum_weight (object *op) 325sum_weight (object *op)
323{ 326{
324 long sum; 327 long sum;
325 object *inv; 328 object *inv;
326 329
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 331 {
329 if (inv->inv) 332 if (inv->inv)
330 sum_weight (inv); 333 sum_weight (inv);
334
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 336 }
333 337
334 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 359/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 361 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
359 */ 363 */
360
361char * 364char *
362dump_object (object *op) 365dump_object (object *op)
363{ 366{
364 if (!op) 367 if (!op)
365 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
366 369
367 object_freezer freezer; 370 object_freezer freezer;
368 save_object (freezer, op, 1); 371 op->write (freezer);
369 return freezer.as_string (); 372 return freezer.as_string ();
370} 373}
371 374
372/* 375/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
390} 393}
391 394
392/* 395/*
393 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
394 */ 397 */
395
396object * 398object *
397find_object (tag_t i) 399find_object (tag_t i)
398{ 400{
399 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
400 if (op->count == i) 402 if (op->count == i)
401 return op; 403 return op;
402 404
403 return 0; 405 return 0;
404} 406}
405 407
406/* 408/*
407 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
410 */ 412 */
411
412object * 413object *
413find_object_name (const char *str) 414find_object_name (const char *str)
414{ 415{
415 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
416 object *op; 417 object *op;
417 418
418 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
419 if (op->name == str_) 420 if (op->name == str_)
420 break; 421 break;
421 422
422 return op; 423 return op;
423} 424}
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 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;
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
564 } 650 }
565 651
566 this->speed = speed; 652 this->speed = speed;
567 653
568 if (has_active_speed ()) 654 if (has_active_speed ())
569 activate (false); 655 activate ();
570 else 656 else
571 deactivate (false); 657 deactivate ();
572} 658}
573 659
574/* 660/*
575 * update_object() updates the the map. 661 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
624 return; 708 return;
625 } 709 }
626 710
627 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
628 712
629 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 714 /* nop */;
631 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
632 { 716 {
633 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 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 727 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 728 * to have move_allow right now.
645 */ 729 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 730 || ((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) 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
649 } 733 }
650 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 736 * that is being removed.
653 */ 737 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
658 else 742 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 744
661 if (op->more) 745 if (op->more)
662 update_object (op->more, action); 746 update_object (op->more, action);
663} 747}
664 748
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 749object::object ()
669{ 750{
670 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
671 752
672 expmul = 1.0; 753 expmul = 1.0;
673 face = blank_face; 754 face = blank_face;
674} 755}
675 756
676object::~object () 757object::~object ()
677{ 758{
759 unlink ();
760
678 free_key_values (this); 761 free_key_values (this);
679} 762}
680 763
764static int object_count;
765
681void object::link () 766void object::link ()
682{ 767{
683 count = ++ob_count; 768 assert (!index);//D
684 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
685 771
686 prev = 0; 772 refcnt_inc ();
687 next = object::first; 773 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 774}
694 775
695void object::unlink () 776void object::unlink ()
696{ 777{
697 if (this == object::first) 778 if (!index)
698 object::first = next; 779 return;
699 780
700 /* Remove this object from the list of used objects */ 781 objects.erase (this);
701 if (prev) prev->next = next; 782 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 783}
707 784
708void 785void
709object::activate (bool recursive) 786object::activate ()
710{ 787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
711 if (has_active_speed ()) 792 if (has_active_speed ())
712 { 793 actives.insert (this);
713 /* If already on active list, don't do anything */ 794}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 795
717 /* process_events() expects us to insert the object at the beginning 796void
718 * of the list. */ 797object::activate_recursive ()
719 active_next = active_objects; 798{
799 activate ();
720 800
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) 801 for (object *op = inv; op; op = op->below)
729 op->activate (1); 802 op->activate_recursive ();
730} 803}
731 804
732/* This function removes object 'op' from the list of active 805/* This function removes object 'op' from the list of active
733 * objects. 806 * objects.
734 * This should only be used for style maps or other such 807 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 809 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 810 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 811 * will do the right thing based on the speed of the object.
739 */ 812 */
740void 813void
741object::deactivate (bool recursive) 814object::deactivate ()
742{ 815{
743 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 817 if (!active)
745 return; 818 return;
746 819
747 if (active_prev == 0) 820 actives.erase (this);
748 { 821}
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 }
759 822
760 active_next = 0; 823void
761 active_prev = 0; 824object::deactivate_recursive ()
762 825{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
765 op->deactivate (1); 829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
766} 840}
767 841
768/* 842/*
769 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 844 * object.c ?
785 * drop on that space. 859 * drop on that space.
786 */ 860 */
787 if (!drop_to_ground 861 if (!drop_to_ground
788 || !map 862 || !map
789 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
791 { 866 {
792 while (inv) 867 while (inv)
793 { 868 {
794 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
803 878
804 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 881 || op->type == RUNE
807 || op->type == TRAP 882 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 885 op->destroy ();
810 else 886 else
811 map->insert (op, x, y); 887 map->insert (op, x, y);
812 } 888 }
813 } 889 }
821} 897}
822 898
823void 899void
824object::do_destroy () 900object::do_destroy ()
825{ 901{
902 attachable::do_destroy ();
903
826 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 905 remove_button_link (this);
828 906
829 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 908 remove_friendly_object (this);
831 909
832 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
833 remove (); 911 remove ();
834 912
835 if (flag [FLAG_FREED]) 913 destroy_inv (true);
836 return;
837 914
838 set_speed (0); 915 deactivate ();
916 unlink ();
839 917
840 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 919
847 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
848 { 921 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 923
855 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 929 freed_map->width = 3;
857 freed_map->height = 3; 930 freed_map->height = 3;
858 931
859 freed_map->alloc (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
860 } 934 }
861 935
862 map = freed_map; 936 map = freed_map;
863 x = 1; 937 x = 1;
864 y = 1; 938 y = 1;
874 948
875 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might have circular references to us
876 owner = 0; 950 owner = 0;
877 enemy = 0; 951 enemy = 0;
878 attacked_by = 0; 952 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 953}
883 954
884void 955void
885object::destroy (bool destroy_inventory) 956object::destroy (bool destroy_inventory)
886{ 957{
914 * This function removes the object op from the linked list of objects 985 * 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 986 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
918 * the previous environment. 989 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 990 */
921void 991void
922object::remove () 992object::do_remove ()
923{ 993{
924 object *tmp, *last = 0; 994 object *tmp, *last = 0;
925 object *otmp; 995 object *otmp;
926 996
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 1040 }
971 else if (map) 1041 else if (map)
972 { 1042 {
973 if (type == PLAYER) 1043 if (type == PLAYER)
974 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
975 --map->players; 1051 --map->players;
976 map->last_access = runtime; 1052 map->touch ();
977 } 1053 }
978 1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
979 1057
980 /* link the object above us */ 1058 /* link the object above us */
981 if (above) 1059 if (above)
982 above->below = below; 1060 above->below = below;
983 else 1061 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
985 1063
986 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
987 if (below) 1065 if (below)
988 below->above = above; 1066 below->above = above;
989 else 1067 else
991 /* Nothing below, which means we need to relink map object for this space 1069 /* 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 1070 * use translated coordinates in case some oddness with map tiling is
993 * evident 1071 * evident
994 */ 1072 */
995 if (GET_MAP_OB (map, x, y) != this) 1073 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); 1074 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 1075
1006 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1007 } 1077 }
1008 1078
1009 above = 0; 1079 above = 0;
1010 below = 0; 1080 below = 0;
1011 1081
1012 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1013 return; 1083 return;
1014 1084
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1086
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1088 {
1019 /* No point updating the players look faces if he is the object 1089 /* No point updating the players look faces if he is the object
1020 * being removed. 1090 * being removed.
1021 */ 1091 */
1022 1092
1056 } 1126 }
1057 1127
1058 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1130 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1131 map->at (x, y).flags_ = 0;
1062 else 1132 else
1063 update_object (last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1064 1134
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1136 update_all_los (map, x, y);
1102 } 1172 }
1103 1173
1104 return 0; 1174 return 0;
1105} 1175}
1106 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1107/* 1200/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1110 */ 1203 */
1111object * 1204object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1206{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 * just 'op' otherwise 1234 * just 'op' otherwise
1142 */ 1235 */
1143object * 1236object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1146 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1242
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154 1244
1155 if (!m) 1245#if 0
1156 { 1246 if (!m->active != !op->active)
1157 char *dump = dump_object (op); 1247 if (m->active)
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1159 free (dump); 1249 else
1160 return op; 1250 op->deactivate_recursive ();
1161 } 1251#endif
1162 1252
1163 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1164 { 1254 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1167#ifdef MANY_CORES 1256#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object 1257 /* 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 1258 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted. 1259 * improperly inserted.
1171 */ 1260 */
1172 abort (); 1261 abort ();
1173#endif 1262#endif
1174 free (dump);
1175 return op; 1263 return op;
1176 } 1264 }
1177 1265
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; 1266 if (object *more = op->more)
1191 1267 {
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) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1269 {
1209 if (!op->head) 1270 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 1272
1212 return 0; 1273 return 0;
1217 1278
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* 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 1280 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1281 * need extra work
1221 */ 1282 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1284 return 0;
1224 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1225 1288
1226 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1227 */ 1290 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1293 if (object::can_merge (op, tmp))
1231 { 1294 {
1232 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1296 tmp->destroy ();
1234 } 1297 }
1251 op->below = originator->below; 1314 op->below = originator->below;
1252 1315
1253 if (op->below) 1316 if (op->below)
1254 op->below->above = op; 1317 op->below->above = op;
1255 else 1318 else
1256 op->ms ().bot = op; 1319 ms.bot = op;
1257 1320
1258 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1259 originator->below = op; 1322 originator->below = op;
1260 } 1323 }
1261 else 1324 else
1262 { 1325 {
1326 top = ms.bot;
1327
1263 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1330 {
1266 object *last = 0; 1331 object *last = 0;
1267 1332
1268 /* 1333 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1334 * 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 1340 * 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 1341 * 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 1342 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1279 */ 1344 */
1280 while (top) 1345 for (top = ms.bot; top; top = top->above)
1281 { 1346 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1348 floor = top;
1284 1349
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1350 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; 1353 top = top->below;
1289 break; 1354 break;
1290 } 1355 }
1291 1356
1292 last = top; 1357 last = top;
1293 top = top->above;
1294 } 1358 }
1295 1359
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1360 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1361 top = last;
1298 1362
1300 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1302 */ 1366 */
1303 1367
1304 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1372 * stacking is a bit odd.
1309 */ 1373 */
1310 if (!(flag & INS_ON_TOP) && 1374 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)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1312 { 1377 {
1313 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1380 break;
1381
1316 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1385 * set top to the object below us.
1320 */ 1386 */
1322 top = last->below; 1388 top = last->below;
1323 } 1389 }
1324 } /* If objects on this space */ 1390 } /* If objects on this space */
1325 1391
1326 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1328 1394
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1396 top = floor;
1331 1397
1332 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1399 */
1334 1400
1335 /* First object on this space */ 1401 /* First object on this space */
1336 if (!top) 1402 if (!top)
1337 { 1403 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1339 1405
1340 if (op->above) 1406 if (op->above)
1341 op->above->below = op; 1407 op->above->below = op;
1342 1408
1343 op->below = 0; 1409 op->below = 0;
1344 op->ms ().bot = op; 1410 ms.bot = op;
1345 } 1411 }
1346 else 1412 else
1347 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1348 op->above = top->above; 1414 op->above = top->above;
1349 1415
1353 op->below = top; 1419 op->below = top;
1354 top->above = op; 1420 top->above = op;
1355 } 1421 }
1356 1422
1357 if (!op->above) 1423 if (!op->above)
1358 op->ms ().top = op; 1424 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1360 1426
1361 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1362 { 1428 {
1363 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1364 ++op->map->players; 1430 ++op->map->players;
1365 op->map->last_access = runtime; 1431 op->map->touch ();
1366 } 1432 }
1433
1434 op->map->dirty = true;
1367 1435
1368 /* If we have a floor, we know the player, if any, will be above 1436 /* 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. 1437 * it, so save a few ticks and start from there.
1370 */ 1438 */
1371 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1440 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1441 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1375 1443
1376 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1445 * 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 1446 * 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 1447 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1448 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1451 * of effect may be sufficient.
1384 */ 1452 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1387 1455
1425{ 1493{
1426 object *tmp, *tmp1; 1494 object *tmp, *tmp1;
1427 1495
1428 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1429 1497
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1500 tmp->destroy ();
1433 1501
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1503
1439} 1507}
1440 1508
1441object * 1509object *
1442object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1443{ 1511{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1512 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1513}
1446 1514
1447/* 1515/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * 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 1517 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1491 * 1559 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1561 */
1494
1495object * 1562object *
1496decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1497{ 1564{
1498 object *tmp; 1565 object *tmp;
1499 1566
1574 1641
1575/* 1642/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1578 */ 1645 */
1579
1580void 1646void
1581add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1582{ 1648{
1583 while (op != NULL) 1649 while (op != NULL)
1584 { 1650 {
1616 * inside the object environment. 1682 * inside the object environment.
1617 * 1683 *
1618 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1620 */ 1686 */
1621
1622object * 1687object *
1623object::insert (object *op) 1688object::insert (object *op)
1624{ 1689{
1625 object *tmp, *otmp; 1690 object *tmp, *otmp;
1626 1691
1758 1823
1759 /* The objects have to be checked from top to bottom. 1824 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1825 * Hence, we first go to the top:
1761 */ 1826 */
1762 1827
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1828 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1829 {
1765 /* Trim the search when we find the first other spell effect 1830 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1831 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1832 * we don't need to check all of them.
1768 */ 1833 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 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)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1853 {
1789 1854
1790 float 1855 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1857
1793 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 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))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1861 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1827 */ 1892 */
1828object * 1893object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1895{
1831 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
1832 { 1897 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1899 return NULL;
1835 } 1900 }
1836 1901
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1903 if (tmp->arch == at)
1839 return tmp; 1904 return tmp;
1840 1905
1841 return NULL; 1906 return NULL;
1842} 1907}
1853 { 1918 {
1854 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1920 return NULL;
1856 } 1921 }
1857 1922
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1924 if (tmp->type == type)
1860 return tmp; 1925 return tmp;
1861 1926
1862 return NULL; 1927 return NULL;
1863} 1928}
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 { 2006 {
1942 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
1944 } 2009 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 2010}
1959 2011
1960/* 2012/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
2003 } 2055 }
2004 2056
2005 if (!index) 2057 if (!index)
2006 return -1; 2058 return -1;
2007 2059
2008 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2009} 2061}
2010 2062
2011/* 2063/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2034{ 2086{
2035 arr += begin; 2087 arr += begin;
2036 end -= begin; 2088 end -= begin;
2037 2089
2038 while (--end) 2090 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2040} 2092}
2041 2093
2042/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2095 * 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 2096 * the spaces to find monsters. In this way, it won't always look for
2178 2230
2179 return 3; 2231 return 3;
2180} 2232}
2181 2233
2182/* 2234/*
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 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2237 */
2204
2205int 2238int
2206dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2207{ 2240{
2208 int d; 2241 int d;
2209 2242
2375 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2376 2409
2377 return dst; 2410 return dst;
2378} 2411}
2379 2412
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 2413/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2414 * has the same type and subtype match.
2420 * returns NULL if no match. 2415 * returns NULL if no match.
2421 */ 2416 */
2422object * 2417object *
2475 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2476 return link->value; 2471 return link->value;
2477 2472
2478 return 0; 2473 return 0;
2479} 2474}
2480
2481 2475
2482/* 2476/*
2483 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2484 * 2478 *
2485 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2595object::flag_desc (char *desc, int len) const 2589object::flag_desc (char *desc, int len) const
2596{ 2590{
2597 char *p = desc; 2591 char *p = desc;
2598 bool first = true; 2592 bool first = true;
2599 2593
2594 *p = 0;
2595
2600 for (int i = 0; i < NUM_FLAGS; i++) 2596 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2597 {
2602 if (len <= 10) // magic constant! 2598 if (len <= 10) // magic constant!
2603 { 2599 {
2604 snprintf (p, len, ",..."); 2600 snprintf (p, len, ",...");
2605 break; 2601 break;
2606 } 2602 }
2607 2603
2608 if (flag[i]) 2604 if (flag [i])
2609 { 2605 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2607 len -= cnt;
2612 p += cnt; 2608 p += cnt;
2613 first = false; 2609 first = false;
2615 } 2611 }
2616 2612
2617 return desc; 2613 return desc;
2618} 2614}
2619 2615
2620// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2621const char * 2617const char *
2622object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2623{ 2619{
2624 char flagdesc[512]; 2620 char flagdesc[512];
2625 char info2[256 * 4]; 2621 char info2[256 * 4];
2626 char *p = info; 2622 char *p = info;
2627 2623
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2625 count, uuid.seq,
2630 &name, 2626 &name,
2631 title ? "\",title:" : "", 2627 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2628 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2629 flag_desc (flagdesc, 512), type);
2634 2630
2635 if (env) 2631 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2638}
2643 2639
2644const char * 2640const char *
2645object::debug_desc () const 2641object::debug_desc () const
2646{ 2642{
2647 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2648 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2649} 2647}
2650 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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