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Comparing deliantra/server/common/object.C (file contents):
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC vs.
Revision 1.158 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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 all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::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{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 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;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
525 593
526 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
660 745
661 if (op->more) 746 if (op->more)
662 update_object (op->more, action); 747 update_object (op->more, action);
663} 748}
664 749
665object *object::first;
666
667object::object () 750object::object ()
668{ 751{
669 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
670 753
671 expmul = 1.0; 754 expmul = 1.0;
672 face = blank_face; 755 face = blank_face;
673} 756}
674 757
675object::~object () 758object::~object ()
676{ 759{
760 unlink ();
761
677 free_key_values (this); 762 free_key_values (this);
678} 763}
679 764
765static int object_count;
766
680void object::link () 767void object::link ()
681{ 768{
682 count = ++ob_count; 769 assert (!index);//D
683 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
684 772
685 prev = 0; 773 refcnt_inc ();
686 next = object::first; 774 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 775}
693 776
694void object::unlink () 777void object::unlink ()
695{ 778{
696 if (this == object::first) 779 if (!index)
697 object::first = next; 780 return;
698 781
699 /* Remove this object from the list of used objects */ 782 objects.erase (this);
700 if (prev) prev->next = next; 783 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 784}
712 785
713void 786void
714object::activate () 787object::activate ()
715{ 788{
716 /* If already on active list, don't do anything */ 789 /* If already on active list, don't do anything */
717 if (active ()) 790 if (active)
718 return; 791 return;
719 792
720 if (has_active_speed ()) 793 if (has_active_speed ())
721 { 794 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 795}
732 796
733void 797void
734object::activate_recursive () 798object::activate_recursive ()
735{ 799{
749 */ 813 */
750void 814void
751object::deactivate () 815object::deactivate ()
752{ 816{
753 /* If not on the active list, nothing needs to be done */ 817 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 818 if (!active)
755 return; 819 return;
756 820
757 if (active_prev == 0) 821 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 822}
773 823
774void 824void
775object::deactivate_recursive () 825object::deactivate_recursive ()
776{ 826{
810 * drop on that space. 860 * drop on that space.
811 */ 861 */
812 if (!drop_to_ground 862 if (!drop_to_ground
813 || !map 863 || !map
814 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
815 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
816 { 867 {
817 while (inv) 868 while (inv)
818 { 869 {
819 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
828 879
829 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE 882 || op->type == RUNE
832 || op->type == TRAP 883 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
834 op->destroy (); 886 op->destroy ();
835 else 887 else
836 map->insert (op, x, y); 888 map->insert (op, x, y);
837 } 889 }
838 } 890 }
846} 898}
847 899
848void 900void
849object::do_destroy () 901object::do_destroy ()
850{ 902{
903 attachable::do_destroy ();
904
851 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this); 906 remove_button_link (this);
853 907
854 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this); 909 remove_friendly_object (this);
856 910
857 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
858 remove (); 912 remove ();
859 913
860 if (flag [FLAG_FREED]) 914 destroy_inv (true);
861 return;
862 915
863 set_speed (0); 916 deactivate ();
917 unlink ();
864 918
865 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871 920
872 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
873 { 922 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
875 924
900 949
901 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
902 owner = 0; 951 owner = 0;
903 enemy = 0; 952 enemy = 0;
904 attacked_by = 0; 953 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908} 954}
909 955
910void 956void
911object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
912{ 958{
940 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
941 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
942 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
943 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
944 * the previous environment. 990 * the previous environment.
945 * Beware: This function is called from the editor as well!
946 */ 991 */
947void 992void
948object::remove () 993object::do_remove ()
949{ 994{
950 object *tmp, *last = 0; 995 object *tmp, *last = 0;
951 object *otmp; 996 object *otmp;
952 997
953 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
996 } 1041 }
997 else if (map) 1042 else if (map)
998 { 1043 {
999 if (type == PLAYER) 1044 if (type == PLAYER)
1000 { 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1001 --map->players; 1052 --map->players;
1002 map->touch (); 1053 map->touch ();
1003 } 1054 }
1004 1055
1005 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
1006 1058
1007 /* link the object above us */ 1059 /* link the object above us */
1008 if (above) 1060 if (above)
1009 above->below = below; 1061 above->below = below;
1010 else 1062 else
1011 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1012 1064
1013 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1014 if (below) 1066 if (below)
1015 below->above = above; 1067 below->above = above;
1016 else 1068 else
1018 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1020 * evident 1072 * evident
1021 */ 1073 */
1022 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1023 {
1024 char *dump = dump_object (this);
1025 LOG (llevError,
1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1075 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032 1076
1033 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1034 } 1078 }
1035 1079
1036 above = 0; 1080 above = 0;
1037 below = 0; 1081 below = 0;
1038 1082
1039 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1040 return; 1084 return;
1041 1085
1042 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1043 1087
1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1045 { 1089 {
1046 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1047 * being removed. 1091 * being removed.
1048 */ 1092 */
1049 1093
1129 } 1173 }
1130 1174
1131 return 0; 1175 return 0;
1132} 1176}
1133 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1134/* 1201/*
1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1136 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1137 */ 1204 */
1138object * 1205object *
1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1140{ 1207{
1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1168 * just 'op' otherwise 1235 * just 'op' otherwise
1169 */ 1236 */
1170object * 1237object *
1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1172{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1173 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1174 sint16 x, y;
1175 1243
1176 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1177 {
1178 LOG (llevError, "Trying to insert freed object!\n");
1179 return NULL;
1180 }
1181 1245
1182 if (!m) 1246#if 0
1183 { 1247 if (!m->active != !op->active)
1184 char *dump = dump_object (op); 1248 if (m->active)
1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1186 free (dump); 1250 else
1187 return op; 1251 op->deactivate_recursive ();
1188 } 1252#endif
1189 1253
1190 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1191 { 1255 {
1192 char *dump = dump_object (op);
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1194#ifdef MANY_CORES 1257#ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted. 1260 * improperly inserted.
1198 */ 1261 */
1199 abort (); 1262 abort ();
1200#endif 1263#endif
1201 free (dump);
1202 return op; 1264 return op;
1203 } 1265 }
1204 1266
1205 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1206 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1207 char *dump = dump_object (op);
1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1210 return op; 1269 return 0;
1211 }
1212
1213 if (op->more)
1214 {
1215 /* The part may be on a different map. */
1216
1217 object *more = op->more;
1218
1219 /* We really need the caller to normalise coordinates - if
1220 * we set the map, that doesn't work if the location is within
1221 * a map and this is straddling an edge. So only if coordinate
1222 * is clear wrong do we normalise it.
1223 */
1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1226 else if (!more->map)
1227 {
1228 /* For backwards compatibility - when not dealing with tiled maps,
1229 * more->map should always point to the parent.
1230 */
1231 more->map = m;
1232 }
1233
1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1236 if (!op->head)
1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238
1239 return 0;
1240 }
1241 }
1242 1270
1243 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1244 1272
1245 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1246 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1247 * need extra work 1275 * need extra work
1248 */ 1276 */
1249 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1250 x = op->x; 1278 return 0;
1251 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1252 1282
1253 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1254 */ 1284 */
1255 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1257 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1258 { 1288 {
1259 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1260 tmp->destroy (); 1290 tmp->destroy ();
1261 } 1291 }
1278 op->below = originator->below; 1308 op->below = originator->below;
1279 1309
1280 if (op->below) 1310 if (op->below)
1281 op->below->above = op; 1311 op->below->above = op;
1282 else 1312 else
1283 op->ms ().bot = op; 1313 ms.bot = op;
1284 1314
1285 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1286 originator->below = op; 1316 originator->below = op;
1287 } 1317 }
1288 else 1318 else
1289 { 1319 {
1320 top = ms.bot;
1321
1290 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1292 { 1324 {
1293 object *last = 0; 1325 object *last = 0;
1294 1326
1295 /* 1327 /*
1296 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1302 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1306 */ 1338 */
1307 while (top) 1339 for (top = ms.bot; top; top = top->above)
1308 { 1340 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top; 1342 floor = top;
1311 1343
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1315 top = top->below; 1347 top = top->below;
1316 break; 1348 break;
1317 } 1349 }
1318 1350
1319 last = top; 1351 last = top;
1320 top = top->above;
1321 } 1352 }
1322 1353
1323 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1324 top = last; 1355 top = last;
1325 1356
1327 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1328 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1329 */ 1360 */
1330 1361
1331 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1332 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1333 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1334 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1335 * stacking is a bit odd. 1366 * stacking is a bit odd.
1336 */ 1367 */
1337 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1339 { 1371 {
1340 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break; 1374 break;
1375
1343 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1346 * set top to the object below us. 1379 * set top to the object below us.
1347 */ 1380 */
1349 top = last->below; 1382 top = last->below;
1350 } 1383 }
1351 } /* If objects on this space */ 1384 } /* If objects on this space */
1352 1385
1353 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1354 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1355 1388
1356 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor; 1390 top = floor;
1358 1391
1359 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1360 */ 1393 */
1361 1394
1362 /* First object on this space */ 1395 /* First object on this space */
1363 if (!top) 1396 if (!top)
1364 { 1397 {
1365 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1366 1399
1367 if (op->above) 1400 if (op->above)
1368 op->above->below = op; 1401 op->above->below = op;
1369 1402
1370 op->below = 0; 1403 op->below = 0;
1371 op->ms ().bot = op; 1404 ms.bot = op;
1372 } 1405 }
1373 else 1406 else
1374 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1375 op->above = top->above; 1408 op->above = top->above;
1376 1409
1380 op->below = top; 1413 op->below = top;
1381 top->above = op; 1414 top->above = op;
1382 } 1415 }
1383 1416
1384 if (!op->above) 1417 if (!op->above)
1385 op->ms ().top = op; 1418 ms.top = op;
1386 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1387 1420
1388 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1389 { 1422 {
1390 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1396 1429
1397 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1398 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1399 */ 1432 */
1400 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1401 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1402 if (pl->contr->ns) 1435 if (pl->contr->ns)
1403 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1404 1437
1405 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1427 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1428 * update_object(). 1461 * update_object().
1429 */ 1462 */
1430 1463
1431 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1432 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 { 1466 {
1434 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1435 return 0; 1468 return 0;
1436 1469
1437 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1438 * walk on's. 1471 * walk on's.
1439 */ 1472 */
1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1441 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1442 return 0; 1475 return 0;
1443 } 1476 }
1444 1477
1445 return op; 1478 return op;
1455 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1456 1489
1457 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1458 1491
1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1461 tmp->destroy (); 1494 tmp->destroy ();
1462 1495
1463 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1464 1497
1465 tmp1->x = op->x; 1498 tmp1->x = op->x;
1468} 1501}
1469 1502
1470object * 1503object *
1471object::insert_at (object *where, object *originator, int flags) 1504object::insert_at (object *where, object *originator, int flags)
1472{ 1505{
1473 where->map->insert (this, where->x, where->y, originator, flags); 1506 return where->map->insert (this, where->x, where->y, originator, flags);
1474} 1507}
1475 1508
1476/* 1509/*
1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1478 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1518 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1520 * 1553 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1555 */
1523
1524object * 1556object *
1525decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1526{ 1558{
1527 object *tmp; 1559 object *tmp;
1528 1560
1603 1635
1604/* 1636/*
1605 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1606 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1607 */ 1639 */
1608
1609void 1640void
1610add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1611{ 1642{
1612 while (op != NULL) 1643 while (op != NULL)
1613 { 1644 {
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump); 1660 free (dump);
1630 return op; 1661 return op;
1631 } 1662 }
1632 1663
1633 if (where->head) 1664 if (where->head_ () != where)
1634 { 1665 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head; 1667 where = where->head;
1637 } 1668 }
1638 1669
1639 return where->insert (op); 1670 return where->insert (op);
1640} 1671}
1645 * inside the object environment. 1676 * inside the object environment.
1646 * 1677 *
1647 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1649 */ 1680 */
1650
1651object * 1681object *
1652object::insert (object *op) 1682object::insert (object *op)
1653{ 1683{
1654 object *tmp, *otmp; 1684 object *tmp, *otmp;
1655 1685
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 { 1847 {
1818 1848
1819 float 1849 float
1820 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1821 1851
1822 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1855 diff /= 4.0;
1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 2000 {
1971 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1973 } 2003 }
1974}
1975
1976/*
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function.
1981 */
1982void
1983set_cheat (object *op)
1984{
1985 SET_FLAG (op, FLAG_WAS_WIZ);
1986 flag_inv (op, FLAG_WAS_WIZ);
1987} 2004}
1988 2005
1989/* 2006/*
1990 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
1991 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2032 } 2049 }
2033 2050
2034 if (!index) 2051 if (!index)
2035 return -1; 2052 return -1;
2036 2053
2037 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2038} 2055}
2039 2056
2040/* 2057/*
2041 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2042 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2063{ 2080{
2064 arr += begin; 2081 arr += begin;
2065 end -= begin; 2082 end -= begin;
2066 2083
2067 while (--end) 2084 while (--end)
2068 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2069} 2086}
2070 2087
2071/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2072 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2073 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2109 object *tmp; 2126 object *tmp;
2110 maptile *mp; 2127 maptile *mp;
2111 2128
2112 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2113 2130
2114 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2115 { 2132 {
2116 exclude = exclude->head; 2133 exclude = exclude->head;
2117 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2118 } 2135 }
2119 else 2136 else
2142 max = maxfree[i]; 2159 max = maxfree[i];
2143 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2144 { 2161 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2147 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2148 break; 2165 break;
2149 2166
2150 if (tmp) 2167 if (tmp)
2151 return freedir[i]; 2168 return freedir[i];
2152 } 2169 }
2207 2224
2208 return 3; 2225 return 3;
2209} 2226}
2210 2227
2211/* 2228/*
2212 * absdir(int): Returns a number between 1 and 8, which represent
2213 * the "absolute" direction of a number (it actually takes care of
2214 * "overflow" in previous calculations of a direction).
2215 */
2216
2217int
2218absdir (int d)
2219{
2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2226 return d;
2227}
2228
2229/*
2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2232 */ 2231 */
2233
2234int 2232int
2235dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2236{ 2234{
2237 int d; 2235 int d;
2238 2236
2366 * create clone from object to another 2364 * create clone from object to another
2367 */ 2365 */
2368object * 2366object *
2369object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2370{ 2368{
2371 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2372 2370
2373 if (!asrc) 2371 if (!asrc)
2374 return 0; 2372 return 0;
2375 2373
2376 src = asrc;
2377 if (src->head)
2378 src = src->head; 2374 src = asrc->head_ ();
2379 2375
2380 prev = 0; 2376 prev = 0;
2381 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2382 { 2378 {
2383 tmp = part->clone (); 2379 tmp = part->clone ();
2384 tmp->x -= src->x; 2380 tmp->x -= src->x;
2385 tmp->y -= src->y; 2381 tmp->y -= src->y;
2386 2382
2404 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2405 2401
2406 return dst; 2402 return dst;
2407} 2403}
2408 2404
2409/* GROS - Creates an object using a string representing its content. */
2410/* Basically, we save the content of the string to a temp file, then call */
2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2412/* but it was simple to make and allows reusing the load_object function. */
2413/* Remember not to use load_object_str in a time-critical situation. */
2414/* Also remember that multiparts objects are not supported for now. */
2415object *
2416load_object_str (const char *obstr)
2417{
2418 object *op;
2419 char filename[MAX_BUF];
2420
2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2422
2423 FILE *tempfile = fopen (filename, "w");
2424
2425 if (tempfile == NULL)
2426 {
2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2428 return NULL;
2429 }
2430
2431 fprintf (tempfile, obstr);
2432 fclose (tempfile);
2433
2434 op = object::create ();
2435
2436 object_thawer thawer (filename);
2437
2438 if (thawer)
2439 load_object (thawer, op, 0);
2440
2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2442 CLEAR_FLAG (op, FLAG_REMOVED);
2443
2444 return op;
2445}
2446
2447/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2448 * has the same type and subtype match. 2406 * has the same type and subtype match.
2449 * returns NULL if no match. 2407 * returns NULL if no match.
2450 */ 2408 */
2451object * 2409object *
2504 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2505 return link->value; 2463 return link->value;
2506 2464
2507 return 0; 2465 return 0;
2508} 2466}
2509
2510 2467
2511/* 2468/*
2512 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2513 * 2470 *
2514 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2654{ 2611{
2655 char flagdesc[512]; 2612 char flagdesc[512];
2656 char info2[256 * 4]; 2613 char info2[256 * 4];
2657 char *p = info; 2614 char *p = info;
2658 2615
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2660 count, uuid.seq, 2617 count, uuid.seq,
2661 &name, 2618 &name,
2662 title ? "\",title:" : "", 2619 title ? "\",title:\"" : "",
2663 title ? (const char *)title : "", 2620 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type); 2621 flag_desc (flagdesc, 512), type);
2665 2622
2666 if (env) 2623 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673} 2630}
2674 2631
2675const char * 2632const char *
2676object::debug_desc () const 2633object::debug_desc () const
2677{ 2634{
2678 static char info[256 * 4]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2679 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2680} 2639}
2681 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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