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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 1.163 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
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{
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;
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 *object::first;
666
667object::object () 749object::object ()
668{ 750{
669 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
670 752
671 expmul = 1.0; 753 expmul = 1.0;
672 face = blank_face; 754 face = blank_face;
673} 755}
674 756
675object::~object () 757object::~object ()
676{ 758{
759 unlink ();
760
677 free_key_values (this); 761 free_key_values (this);
678} 762}
679 763
764static int object_count;
765
680void object::link () 766void object::link ()
681{ 767{
682 count = ++ob_count; 768 assert (!index);//D
683 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
684 771
685 prev = 0; 772 refcnt_inc ();
686 next = object::first; 773 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 774}
693 775
694void object::unlink () 776void object::unlink ()
695{ 777{
696 if (this == object::first) 778 if (!index)
697 object::first = next; 779 return;
698 780
699 /* Remove this object from the list of used objects */ 781 objects.erase (this);
700 if (prev) prev->next = next; 782 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} 783}
712 784
713void 785void
714object::activate () 786object::activate ()
715{ 787{
716 /* If already on active list, don't do anything */ 788 /* If already on active list, don't do anything */
717 if (active ()) 789 if (active)
718 return; 790 return;
719 791
720 if (has_active_speed ()) 792 if (has_active_speed ())
721 { 793 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} 794}
732 795
733void 796void
734object::activate_recursive () 797object::activate_recursive ()
735{ 798{
749 */ 812 */
750void 813void
751object::deactivate () 814object::deactivate ()
752{ 815{
753 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 817 if (!active)
755 return; 818 return;
756 819
757 if (active_prev == 0) 820 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} 821}
773 822
774void 823void
775object::deactivate_recursive () 824object::deactivate_recursive ()
776{ 825{
810 * drop on that space. 859 * drop on that space.
811 */ 860 */
812 if (!drop_to_ground 861 if (!drop_to_ground
813 || !map 862 || !map
814 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
815 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
816 { 866 {
817 while (inv) 867 while (inv)
818 { 868 {
819 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
828 878
829 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE 881 || op->type == RUNE
832 || op->type == TRAP 882 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
834 op->destroy (); 885 op->destroy ();
835 else 886 else
836 map->insert (op, x, y); 887 map->insert (op, x, y);
837 } 888 }
838 } 889 }
846} 897}
847 898
848void 899void
849object::do_destroy () 900object::do_destroy ()
850{ 901{
902 attachable::do_destroy ();
903
851 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this); 905 remove_button_link (this);
853 906
854 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this); 908 remove_friendly_object (this);
856 909
857 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
858 remove (); 911 remove ();
859 912
860 if (flag [FLAG_FREED]) 913 destroy_inv (true);
861 return;
862 914
863 set_speed (0); 915 deactivate ();
916 unlink ();
864 917
865 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871 919
872 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
873 { 921 {
874 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
875 923
888 map = freed_map; 936 map = freed_map;
889 x = 1; 937 x = 1;
890 y = 1; 938 y = 1;
891 } 939 }
892 940
893 head = 0;
894
895 if (more) 941 if (more)
896 { 942 {
897 more->destroy (); 943 more->destroy ();
898 more = 0; 944 more = 0;
899 } 945 }
900 946
947 head = 0;
948
901 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
902 owner = 0; 950 owner = 0;
903 enemy = 0; 951 enemy = 0;
904 attacked_by = 0; 952 attacked_by = 0;
905 953 current_weapon = 0;
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
1072 1116
1073 if (destroyed ()) 1117 if (destroyed ())
1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1075 } 1119 }
1076 1120
1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1079 if (tmp->above == tmp)
1080 tmp->above = 0;
1081
1082 last = tmp; 1121 last = tmp;
1083 } 1122 }
1084 1123
1085 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1129 } 1168 }
1130 1169
1131 return 0; 1170 return 0;
1132} 1171}
1133 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1134/* 1196/*
1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1136 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1137 */ 1199 */
1138object * 1200object *
1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1140{ 1202{
1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1142 { 1204 {
1143 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1144 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1145 } 1207 }
1146 1208
1147 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1148} 1210}
1149 1211
1168 * just 'op' otherwise 1230 * just 'op' otherwise
1169 */ 1231 */
1170object * 1232object *
1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1172{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1173 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1174 sint16 x, y;
1175 1238
1176 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1177 {
1178 LOG (llevError, "Trying to insert freed object!\n");
1179 return NULL;
1180 }
1181 1240
1182 if (!m) 1241#if 0
1183 { 1242 if (!m->active != !op->active)
1184 char *dump = dump_object (op); 1243 if (m->active)
1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1186 free (dump); 1245 else
1187 return op; 1246 op->deactivate_recursive ();
1188 } 1247#endif
1189 1248
1190 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1191 { 1250 {
1192 char *dump = dump_object (op);
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1194#ifdef MANY_CORES 1252#ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object 1253 /* 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 1254 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted. 1255 * improperly inserted.
1198 */ 1256 */
1199 abort (); 1257 abort ();
1200#endif 1258#endif
1201 free (dump);
1202 return op; 1259 return op;
1203 } 1260 }
1204 1261
1205 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1206 { 1263 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; 1264 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 1265
1243 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1244 1267
1245 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* 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 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1247 * need extra work 1270 * need extra work
1248 */ 1271 */
1249 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1250 x = op->x; 1273 return 0;
1251 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1252 1277
1253 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1254 */ 1279 */
1255 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1257 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1258 { 1283 {
1259 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1260 tmp->destroy (); 1285 tmp->destroy ();
1261 } 1286 }
1278 op->below = originator->below; 1303 op->below = originator->below;
1279 1304
1280 if (op->below) 1305 if (op->below)
1281 op->below->above = op; 1306 op->below->above = op;
1282 else 1307 else
1283 op->ms ().bot = op; 1308 ms.bot = op;
1284 1309
1285 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1286 originator->below = op; 1311 originator->below = op;
1287 } 1312 }
1288 else 1313 else
1289 { 1314 {
1315 top = ms.bot;
1316
1290 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1292 { 1319 {
1293 object *last = 0; 1320 object *last = 0;
1294 1321
1295 /* 1322 /*
1296 * If there are multiple objects on this space, we do some trickier handling. 1323 * 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 1329 * 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 1330 * 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 1331 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1306 */ 1333 */
1307 while (top) 1334 for (top = ms.bot; top; top = top->above)
1308 { 1335 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top; 1337 floor = top;
1311 1338
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 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; 1342 top = top->below;
1316 break; 1343 break;
1317 } 1344 }
1318 1345
1319 last = top; 1346 last = top;
1320 top = top->above;
1321 } 1347 }
1322 1348
1323 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1324 top = last; 1350 top = last;
1325 1351
1327 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1328 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1329 */ 1355 */
1330 1356
1331 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1332 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1333 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1334 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1335 * stacking is a bit odd. 1361 * stacking is a bit odd.
1336 */ 1362 */
1337 if (!(flag & INS_ON_TOP) && 1363 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)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1339 { 1366 {
1340 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break; 1369 break;
1370
1343 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1346 * set top to the object below us. 1374 * set top to the object below us.
1347 */ 1375 */
1349 top = last->below; 1377 top = last->below;
1350 } 1378 }
1351 } /* If objects on this space */ 1379 } /* If objects on this space */
1352 1380
1353 if (flag & INS_MAP_LOAD) 1381 if (flag & INS_MAP_LOAD)
1354 top = GET_MAP_TOP (op->map, op->x, op->y); 1382 top = ms.top;
1355 1383
1356 if (flag & INS_ABOVE_FLOOR_ONLY) 1384 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor; 1385 top = floor;
1358 1386
1359 /* Top is the object that our object (op) is going to get inserted above. 1387 /* Top is the object that our object (op) is going to get inserted above.
1360 */ 1388 */
1361 1389
1362 /* First object on this space */ 1390 /* First object on this space */
1363 if (!top) 1391 if (!top)
1364 { 1392 {
1365 op->above = GET_MAP_OB (op->map, op->x, op->y); 1393 op->above = ms.bot;
1366 1394
1367 if (op->above) 1395 if (op->above)
1368 op->above->below = op; 1396 op->above->below = op;
1369 1397
1370 op->below = 0; 1398 op->below = 0;
1371 op->ms ().bot = op; 1399 ms.bot = op;
1372 } 1400 }
1373 else 1401 else
1374 { /* get inserted into the stack above top */ 1402 { /* get inserted into the stack above top */
1375 op->above = top->above; 1403 op->above = top->above;
1376 1404
1380 op->below = top; 1408 op->below = top;
1381 top->above = op; 1409 top->above = op;
1382 } 1410 }
1383 1411
1384 if (!op->above) 1412 if (!op->above)
1385 op->ms ().top = op; 1413 ms.top = op;
1386 } /* else not INS_BELOW_ORIGINATOR */ 1414 } /* else not INS_BELOW_ORIGINATOR */
1387 1415
1388 if (op->type == PLAYER) 1416 if (op->type == PLAYER)
1389 { 1417 {
1390 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1396 1424
1397 /* If we have a floor, we know the player, if any, will be above 1425 /* 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. 1426 * it, so save a few ticks and start from there.
1399 */ 1427 */
1400 if (!(flag & INS_MAP_LOAD)) 1428 if (!(flag & INS_MAP_LOAD))
1401 if (object *pl = op->ms ().player ()) 1429 if (object *pl = ms.player ())
1402 if (pl->contr->ns) 1430 if (pl->contr->ns)
1403 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1404 1432
1405 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1427 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1428 * update_object(). 1456 * update_object().
1429 */ 1457 */
1430 1458
1431 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* 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) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 { 1461 {
1434 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1435 return 0; 1463 return 0;
1436 1464
1437 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1438 * walk on's. 1466 * walk on's.
1439 */ 1467 */
1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1441 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1442 return 0; 1470 return 0;
1443 } 1471 }
1444 1472
1445 return op; 1473 return op;
1455 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1456 1484
1457 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1458 1486
1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1461 tmp->destroy (); 1489 tmp->destroy ();
1462 1490
1463 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1464 1492
1465 tmp1->x = op->x; 1493 tmp1->x = op->x;
1468} 1496}
1469 1497
1470object * 1498object *
1471object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1472{ 1500{
1473 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1474} 1502}
1475 1503
1476/* 1504/*
1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * 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 1506 * is returned contains nr objects, and the remaining parts contains
1518 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1520 * 1548 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1550 */
1523
1524object * 1551object *
1525decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1526{ 1553{
1527 object *tmp; 1554 object *tmp;
1528 1555
1603 1630
1604/* 1631/*
1605 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1606 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1607 */ 1634 */
1608
1609void 1635void
1610add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1611{ 1637{
1612 while (op != NULL) 1638 while (op != NULL)
1613 { 1639 {
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump); 1655 free (dump);
1630 return op; 1656 return op;
1631 } 1657 }
1632 1658
1633 if (where->head) 1659 if (where->head_ () != where)
1634 { 1660 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head; 1662 where = where->head;
1637 } 1663 }
1638 1664
1639 return where->insert (op); 1665 return where->insert (op);
1640} 1666}
1645 * inside the object environment. 1671 * inside the object environment.
1646 * 1672 *
1647 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1649 */ 1675 */
1650
1651object * 1676object *
1652object::insert (object *op) 1677object::insert (object *op)
1653{ 1678{
1654 object *tmp, *otmp; 1679 object *tmp, *otmp;
1655 1680
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 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)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 { 1842 {
1818 1843
1819 float 1844 float
1820 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1821 1846
1822 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 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))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1850 diff /= 4.0;
1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1995 {
1971 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1973 } 1998 }
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} 1999}
1988 2000
1989/* 2001/*
1990 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * 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 2003 * a spot at the given map and coordinates which will be able to contain
2032 } 2044 }
2033 2045
2034 if (!index) 2046 if (!index)
2035 return -1; 2047 return -1;
2036 2048
2037 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2038} 2050}
2039 2051
2040/* 2052/*
2041 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2042 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2063{ 2075{
2064 arr += begin; 2076 arr += begin;
2065 end -= begin; 2077 end -= begin;
2066 2078
2067 while (--end) 2079 while (--end)
2068 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2069} 2081}
2070 2082
2071/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2072 * This basically returns a randomized array (in the passed pointer) of 2084 * 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 2085 * the spaces to find monsters. In this way, it won't always look for
2109 object *tmp; 2121 object *tmp;
2110 maptile *mp; 2122 maptile *mp;
2111 2123
2112 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2113 2125
2114 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2115 { 2127 {
2116 exclude = exclude->head; 2128 exclude = exclude->head;
2117 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2118 } 2130 }
2119 else 2131 else
2142 max = maxfree[i]; 2154 max = maxfree[i];
2143 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2144 { 2156 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2147 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2148 break; 2160 break;
2149 2161
2150 if (tmp) 2162 if (tmp)
2151 return freedir[i]; 2163 return freedir[i];
2152 } 2164 }
2207 2219
2208 return 3; 2220 return 3;
2209} 2221}
2210 2222
2211/* 2223/*
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 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2232 */ 2226 */
2233
2234int 2227int
2235dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2236{ 2229{
2237 int d; 2230 int d;
2238 2231
2366 * create clone from object to another 2359 * create clone from object to another
2367 */ 2360 */
2368object * 2361object *
2369object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2370{ 2363{
2371 object *dst = 0, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *prev, *item;
2372 2365
2373 if (!asrc) 2366 if (!asrc)
2374 return 0; 2367 return 0;
2375 2368
2376 src = asrc;
2377 if (src->head)
2378 src = src->head; 2369 src = asrc->head_ ();
2379 2370
2380 prev = 0; 2371 prev = 0;
2381 for (part = src; part; part = part->more) 2372 for (object *part = src; part; part = part->more)
2382 { 2373 {
2383 tmp = part->clone (); 2374 tmp = part->clone ();
2384 tmp->x -= src->x; 2375 tmp->x -= src->x;
2385 tmp->y -= src->y; 2376 tmp->y -= src->y;
2386 2377
2404 insert_ob_in_ob (object_create_clone (item), dst); 2395 insert_ob_in_ob (object_create_clone (item), dst);
2405 2396
2406 return dst; 2397 return dst;
2407} 2398}
2408 2399
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 2400/* This returns the first object in who's inventory that
2448 * has the same type and subtype match. 2401 * has the same type and subtype match.
2449 * returns NULL if no match. 2402 * returns NULL if no match.
2450 */ 2403 */
2451object * 2404object *
2504 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2505 return link->value; 2458 return link->value;
2506 2459
2507 return 0; 2460 return 0;
2508} 2461}
2509
2510 2462
2511/* 2463/*
2512 * Updates the canonical_key in op to value. 2464 * Updates the canonical_key in op to value.
2513 * 2465 *
2514 * canonical_key is a shared string (value doesn't have to be). 2466 * canonical_key is a shared string (value doesn't have to be).
2538 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2539 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2540 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2541 * we get this value back again. 2493 * we get this value back again.
2542 */ 2494 */
2543 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2544 field->value = 0; 2496 field->value = 0;
2545 else 2497 else
2546 { 2498 {
2547 if (last) 2499 if (last)
2548 last->next = field->next; 2500 last->next = field->next;
2617 } 2569 }
2618 else 2570 else
2619 item = item->env; 2571 item = item->env;
2620} 2572}
2621 2573
2622
2623const char * 2574const char *
2624object::flag_desc (char *desc, int len) const 2575object::flag_desc (char *desc, int len) const
2625{ 2576{
2626 char *p = desc; 2577 char *p = desc;
2627 bool first = true; 2578 bool first = true;
2654{ 2605{
2655 char flagdesc[512]; 2606 char flagdesc[512];
2656 char info2[256 * 4]; 2607 char info2[256 * 4];
2657 char *p = info; 2608 char *p = info;
2658 2609
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2660 count, uuid.seq, 2611 count, uuid.seq,
2661 &name, 2612 &name,
2662 title ? "\",title:" : "", 2613 title ? "\",title:\"" : "",
2663 title ? (const char *)title : "", 2614 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type); 2615 flag_desc (flagdesc, 512), type);
2665 2616
2666 if (env) 2617 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673} 2624}
2674 2625
2675const char * 2626const char *
2676object::debug_desc () const 2627object::debug_desc () const
2677{ 2628{
2678 static char info[256 * 4]; 2629 static char info[3][256 * 4];
2630 static int info_idx;
2631
2679 return debug_desc (info); 2632 return debug_desc (info [++info_idx % 3]);
2680} 2633}
2681 2634
2635struct region *
2636object::region () const
2637{
2638 return map ? map->region (x, y)
2639 : region::default_region ();
2640}
2641
2642const materialtype_t *
2643object::dominant_material () const
2644{
2645 if (materialtype_t *mat = name_to_material (materialname))
2646 return mat;
2647
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 }
2678
2679 if (new_container)
2680 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 return;
2683
2684 // TODO: this does not seem to serve any purpose anymore?
2685#if 0
2686 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch)
2688 {
2689 object *closer = arch_to_object (new_container->other_arch);
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer);
2692 }
2693#endif
2694
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696
2697 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container;
2699
2700 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container);
2702 }
2703}
2704
2705

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