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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.168 by root, Thu Jul 26 00:27:07 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid; 39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
41 41
42object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
43 44
44short 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,
45 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
46}; 47};
47short 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,
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * 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.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 1); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * 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
391} 392}
392 393
393/* 394/*
394 * 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.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
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
455/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 521 * refcounts and freeing the links.
457 */ 522 */
458static void 523static void
459free_key_values (object *op) 524free_key_values (object *op)
460{ 525{
461 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
462 { 527 {
463 key_value *next = i->next; 528 key_value *next = i->next;
464 delete i; 529 delete i;
465 530
466 i = next; 531 i = next;
467 } 532 }
468 533
469 op->key_values = 0; 534 op->key_values = 0;
470} 535}
471 536
472/* 537object &
473 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 539{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
485 542
486 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
487 544
488 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 547
497 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
498 if (key_values) 549 if (src.key_values)
499 { 550 {
500 key_value *tail = 0; 551 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 552 key_values = 0;
504 553
505 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
506 { 555 {
507 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
508 557
509 new_link->next = 0; 558 new_link->next = 0;
510 new_link->key = i->key; 559 new_link->key = i->key;
511 new_link->value = i->value; 560 new_link->value = i->value;
512 561
513 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
514 if (!dst->key_values) 563 if (!key_values)
515 { 564 {
516 dst->key_values = new_link; 565 key_values = new_link;
517 tail = new_link; 566 tail = new_link;
518 } 567 }
519 else 568 else
520 { 569 {
521 tail->next = new_link; 570 tail->next = new_link;
522 tail = new_link; 571 tail = new_link;
523 } 572 }
524 } 573 }
525 } 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 ();
526 592
527 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 ();
528} 613}
529 614
530object * 615object *
531object::clone () 616object::clone ()
532{ 617{
590 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
591 */ 676 */
592void 677void
593update_object (object *op, int action) 678update_object (object *op, int action)
594{ 679{
595 MoveType move_on, move_off, move_block, move_slow;
596
597 if (op == NULL) 680 if (op == NULL)
598 { 681 {
599 /* this should never happen */ 682 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
601 return; 684 return;
661 744
662 if (op->more) 745 if (op->more)
663 update_object (op->more, action); 746 update_object (op->more, action);
664} 747}
665 748
666object *object::first;
667
668object::object () 749object::object ()
669{ 750{
670 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
671 752
672 expmul = 1.0; 753 expmul = 1.0;
673 face = blank_face; 754 face = blank_face;
674} 755}
675 756
676object::~object () 757object::~object ()
677{ 758{
759 unlink ();
760
678 free_key_values (this); 761 free_key_values (this);
679} 762}
680 763
764static int object_count;
765
681void object::link () 766void object::link ()
682{ 767{
683 count = ++ob_count; 768 assert (!index);//D
684 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
685 771
686 prev = 0; 772 refcnt_inc ();
687 next = object::first; 773 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 774}
694 775
695void object::unlink () 776void object::unlink ()
696{ 777{
697 if (this == object::first) 778 if (!index)
698 object::first = next; 779 return;
699 780
700 /* Remove this object from the list of used objects */ 781 objects.erase (this);
701 if (prev) prev->next = next; 782 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 783}
713 784
714void 785void
715object::activate () 786object::activate ()
716{ 787{
717 /* If already on active list, don't do anything */ 788 /* If already on active list, don't do anything */
718 if (active ()) 789 if (active)
719 return; 790 return;
720 791
721 if (has_active_speed ()) 792 if (has_active_speed ())
722 { 793 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 794}
733 795
734void 796void
735object::activate_recursive () 797object::activate_recursive ()
736{ 798{
750 */ 812 */
751void 813void
752object::deactivate () 814object::deactivate ()
753{ 815{
754 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 817 if (!active)
756 return; 818 return;
757 819
758 if (active_prev == 0) 820 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 821}
774 822
775void 823void
776object::deactivate_recursive () 824object::deactivate_recursive ()
777{ 825{
811 * drop on that space. 859 * drop on that space.
812 */ 860 */
813 if (!drop_to_ground 861 if (!drop_to_ground
814 || !map 862 || !map
815 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
817 { 866 {
818 while (inv) 867 while (inv)
819 { 868 {
820 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
829 878
830 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 881 || op->type == RUNE
833 || op->type == TRAP 882 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 885 op->destroy ();
836 else 886 else
837 map->insert (op, x, y); 887 map->insert (op, x, y);
838 } 888 }
839 } 889 }
847} 897}
848 898
849void 899void
850object::do_destroy () 900object::do_destroy ()
851{ 901{
902 attachable::do_destroy ();
903
852 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 905 remove_button_link (this);
854 906
855 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 908 remove_friendly_object (this);
857 909
858 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
859 remove (); 911 remove ();
860 912
861 if (flag [FLAG_FREED]) 913 destroy_inv (true);
862 return;
863 914
864 set_speed (0); 915 deactivate ();
916 unlink ();
865 917
866 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 919
873 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
874 { 921 {
875 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
876 923
889 map = freed_map; 936 map = freed_map;
890 x = 1; 937 x = 1;
891 y = 1; 938 y = 1;
892 } 939 }
893 940
894 head = 0;
895
896 if (more) 941 if (more)
897 { 942 {
898 more->destroy (); 943 more->destroy ();
899 more = 0; 944 more = 0;
900 } 945 }
901 946
947 head = 0;
948
902 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
903 owner = 0; 950 owner = 0;
904 enemy = 0; 951 enemy = 0;
905 attacked_by = 0; 952 attacked_by = 0;
906 953 current_weapon = 0;
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 954}
910 955
911void 956void
912object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
913{ 958{
941 * 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
942 * 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
943 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
945 * the previous environment. 990 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 991 */
948void 992void
949object::remove () 993object::do_remove ()
950{ 994{
951 object *tmp, *last = 0; 995 object *tmp, *last = 0;
952 object *otmp; 996 object *otmp;
953 997
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
997 } 1041 }
998 else if (map) 1042 else if (map)
999 { 1043 {
1000 if (type == PLAYER) 1044 if (type == PLAYER)
1001 { 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
1002 --map->players; 1052 --map->players;
1003 map->touch (); 1053 map->touch ();
1004 } 1054 }
1005 1055
1006 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
1007 1058
1008 /* link the object above us */ 1059 /* link the object above us */
1009 if (above) 1060 if (above)
1010 above->below = below; 1061 above->below = below;
1011 else 1062 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1013 1064
1014 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1015 if (below) 1066 if (below)
1016 below->above = above; 1067 below->above = above;
1017 else 1068 else
1019 /* 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
1020 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1072 * evident
1022 */ 1073 */
1023 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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 ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 1076
1034 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1035 } 1078 }
1036 1079
1037 above = 0; 1080 above = 0;
1038 below = 0; 1081 below = 0;
1039 1082
1040 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1041 return; 1084 return;
1042 1085
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1087
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1089 {
1047 /* 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
1048 * being removed. 1091 * being removed.
1049 */ 1092 */
1050 1093
1073 1116
1074 if (destroyed ()) 1117 if (destroyed ())
1075 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 ());
1076 } 1119 }
1077 1120
1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 if (tmp->above == tmp)
1081 tmp->above = 0;
1082
1083 last = tmp; 1121 last = tmp;
1084 } 1122 }
1085 1123
1086 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1130 } 1168 }
1131 1169
1132 return 0; 1170 return 0;
1133} 1171}
1134 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
1135/* 1196/*
1136 * 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
1137 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1138 */ 1199 */
1139object * 1200object *
1140insert_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)
1141{ 1202{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 { 1204 {
1144 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1145 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1146 } 1207 }
1147 1208
1148 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1149} 1210}
1150 1211
1169 * just 'op' otherwise 1230 * just 'op' otherwise
1170 */ 1231 */
1171object * 1232object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1174 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1175 sint16 x, y;
1176 1238
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1178 {
1179 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL;
1181 }
1182 1240
1183 if (!m) 1241#if 0
1184 { 1242 if (!m->active != !op->active)
1185 char *dump = dump_object (op); 1243 if (m->active)
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1187 free (dump); 1245 else
1188 return op; 1246 op->deactivate_recursive ();
1189 } 1247#endif
1190 1248
1191 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1192 { 1250 {
1193 char *dump = dump_object (op);
1194 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 ());
1195#ifdef MANY_CORES 1252#ifdef MANY_CORES
1196 /* 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
1197 * 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
1198 * improperly inserted. 1255 * improperly inserted.
1199 */ 1256 */
1200 abort (); 1257 abort ();
1201#endif 1258#endif
1202 free (dump);
1203 return op; 1259 return op;
1204 } 1260 }
1205 1261
1206 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1207 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op; 1264 return 0;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243 1265
1244 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1267
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * 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
1248 * need extra work 1270 * need extra work
1249 */ 1271 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1273 return 0;
1252 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1253 1277
1254 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1255 */ 1279 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1259 { 1283 {
1260 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1285 tmp->destroy ();
1262 } 1286 }
1279 op->below = originator->below; 1303 op->below = originator->below;
1280 1304
1281 if (op->below) 1305 if (op->below)
1282 op->below->above = op; 1306 op->below->above = op;
1283 else 1307 else
1284 op->ms ().bot = op; 1308 ms.bot = op;
1285 1309
1286 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1287 originator->below = op; 1311 originator->below = op;
1288 } 1312 }
1289 else 1313 else
1290 { 1314 {
1315 top = ms.bot;
1316
1291 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1319 {
1294 object *last = 0; 1320 object *last = 0;
1295 1321
1296 /* 1322 /*
1297 * 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.
1303 * 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
1304 * 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
1305 * 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
1306 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1307 */ 1333 */
1308 while (top) 1334 for (top = ms.bot; top; top = top->above)
1309 { 1335 {
1310 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))
1311 floor = top; 1337 floor = top;
1312 1338
1313 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))
1316 top = top->below; 1342 top = top->below;
1317 break; 1343 break;
1318 } 1344 }
1319 1345
1320 last = top; 1346 last = top;
1321 top = top->above;
1322 } 1347 }
1323 1348
1324 /* 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 */
1325 top = last; 1350 top = last;
1326 1351
1328 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1330 */ 1355 */
1331 1356
1332 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1361 * stacking is a bit odd.
1337 */ 1362 */
1338 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1339 (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))
1340 { 1366 {
1341 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1369 break;
1370
1344 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1345 * 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
1346 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1374 * set top to the object below us.
1348 */ 1375 */
1349 if (last && last->below && last != floor) 1376 if (last && last->below && last != floor)
1350 top = last->below; 1377 top = last->below;
1351 } 1378 }
1352 } /* If objects on this space */ 1379 } /* If objects on this space */
1353
1354 if (flag & INS_MAP_LOAD) 1380 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1381 top = ms.top;
1356 1382
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1384 top = floor;
1359 1385
1360 /* Top is the object that our object (op) is going to get inserted above. 1386 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1387 */
1362 1388
1363 /* First object on this space */ 1389 /* First object on this space */
1364 if (!top) 1390 if (!top)
1365 { 1391 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1392 op->above = ms.bot;
1367 1393
1368 if (op->above) 1394 if (op->above)
1369 op->above->below = op; 1395 op->above->below = op;
1370 1396
1371 op->below = 0; 1397 op->below = 0;
1372 op->ms ().bot = op; 1398 ms.bot = op;
1373 } 1399 }
1374 else 1400 else
1375 { /* get inserted into the stack above top */ 1401 { /* get inserted into the stack above top */
1376 op->above = top->above; 1402 op->above = top->above;
1377 1403
1381 op->below = top; 1407 op->below = top;
1382 top->above = op; 1408 top->above = op;
1383 } 1409 }
1384 1410
1385 if (!op->above) 1411 if (!op->above)
1386 op->ms ().top = op; 1412 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1413 } /* else not INS_BELOW_ORIGINATOR */
1388 1414
1389 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1390 { 1416 {
1391 op->contr->do_los = 1; 1417 op->contr->do_los = 1;
1397 1423
1398 /* If we have a floor, we know the player, if any, will be above 1424 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there. 1425 * it, so save a few ticks and start from there.
1400 */ 1426 */
1401 if (!(flag & INS_MAP_LOAD)) 1427 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1428 if (object *pl = ms.player ())
1403 if (pl->contr->ns) 1429 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1405 1431
1406 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1428 * blocked() and wall() work properly), and these flags are updated by 1454 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1455 * update_object().
1430 */ 1456 */
1431 1457
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1458 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head) 1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1434 { 1460 {
1435 if (check_move_on (op, originator)) 1461 if (check_move_on (op, originator))
1436 return 0; 1462 return 0;
1437 1463
1438 /* If we are a multi part object, lets work our way through the check 1464 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1465 * walk on's.
1440 */ 1466 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1468 if (check_move_on (tmp, originator))
1443 return 0; 1469 return 0;
1444 } 1470 }
1445 1471
1446 return op; 1472 return op;
1456 object *tmp, *tmp1; 1482 object *tmp, *tmp1;
1457 1483
1458 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1459 1485
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1462 tmp->destroy (); 1488 tmp->destroy ();
1463 1489
1464 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 tmp1 = arch_to_object (archetype::find (arch_string));
1465 1491
1466 tmp1->x = op->x; 1492 tmp1->x = op->x;
1469} 1495}
1470 1496
1471object * 1497object *
1472object::insert_at (object *where, object *originator, int flags) 1498object::insert_at (object *where, object *originator, int flags)
1473{ 1499{
1474 where->map->insert (this, where->x, where->y, originator, flags); 1500 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1501}
1476 1502
1477/* 1503/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains 1505 * is returned contains nr objects, and the remaining parts contains
1519 * the amount of an object. If the amount reaches 0, the object 1545 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1546 * is subsequently removed and freed.
1521 * 1547 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1548 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1549 */
1524
1525object * 1550object *
1526decrease_ob_nr (object *op, uint32 i) 1551decrease_ob_nr (object *op, uint32 i)
1527{ 1552{
1528 object *tmp; 1553 object *tmp;
1529 1554
1604 1629
1605/* 1630/*
1606 * add_weight(object, weight) adds the specified weight to an object, 1631 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying. 1632 * and also updates how much the environment(s) is/are carrying.
1608 */ 1633 */
1609
1610void 1634void
1611add_weight (object *op, signed long weight) 1635add_weight (object *op, signed long weight)
1612{ 1636{
1613 while (op != NULL) 1637 while (op != NULL)
1614 { 1638 {
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1654 free (dump);
1631 return op; 1655 return op;
1632 } 1656 }
1633 1657
1634 if (where->head) 1658 if (where->head_ () != where)
1635 { 1659 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1661 where = where->head;
1638 } 1662 }
1639 1663
1640 return where->insert (op); 1664 return where->insert (op);
1641} 1665}
1646 * inside the object environment. 1670 * inside the object environment.
1647 * 1671 *
1648 * The function returns now pointer to inserted item, and return value can 1672 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1673 * be != op, if items are merged. -Tero
1650 */ 1674 */
1651
1652object * 1675object *
1653object::insert (object *op) 1676object::insert (object *op)
1654{ 1677{
1655 object *tmp, *otmp; 1678 object *tmp, *otmp;
1656 1679
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1839 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1840 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1841 {
1819 1842
1820 float 1843 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1845
1823 if (op->type == PLAYER) 1846 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1849 diff /= 4.0;
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 { 1994 {
1972 CLEAR_FLAG (tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 1996 unflag_inv (tmp, flag);
1974 } 1997 }
1975}
1976
1977/*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1998}
1989 1999
1990/* 2000/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 2002 * a spot at the given map and coordinates which will be able to contain
2033 } 2043 }
2034 2044
2035 if (!index) 2045 if (!index)
2036 return -1; 2046 return -1;
2037 2047
2038 return altern[RANDOM () % index]; 2048 return altern [rndm (index)];
2039} 2049}
2040 2050
2041/* 2051/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2052 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2053 * find_free_spot(), but it will search max number of squares.
2064{ 2074{
2065 arr += begin; 2075 arr += begin;
2066 end -= begin; 2076 end -= begin;
2067 2077
2068 while (--end) 2078 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2079 swap (arr [end], arr [rndm (end + 1)]);
2070} 2080}
2071 2081
2072/* new function to make monster searching more efficient, and effective! 2082/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2083 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2084 * the spaces to find monsters. In this way, it won't always look for
2110 object *tmp; 2120 object *tmp;
2111 maptile *mp; 2121 maptile *mp;
2112 2122
2113 MoveType blocked, move_type; 2123 MoveType blocked, move_type;
2114 2124
2115 if (exclude && exclude->head) 2125 if (exclude && exclude->head_ () != exclude)
2116 { 2126 {
2117 exclude = exclude->head; 2127 exclude = exclude->head;
2118 move_type = exclude->move_type; 2128 move_type = exclude->move_type;
2119 } 2129 }
2120 else 2130 else
2143 max = maxfree[i]; 2153 max = maxfree[i];
2144 else if (mflags & P_IS_ALIVE) 2154 else if (mflags & P_IS_ALIVE)
2145 { 2155 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break; 2159 break;
2150 2160
2151 if (tmp) 2161 if (tmp)
2152 return freedir[i]; 2162 return freedir[i];
2153 } 2163 }
2208 2218
2209 return 3; 2219 return 3;
2210} 2220}
2211 2221
2212/* 2222/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2225 */
2234
2235int 2226int
2236dirdiff (int dir1, int dir2) 2227dirdiff (int dir1, int dir2)
2237{ 2228{
2238 int d; 2229 int d;
2239 2230
2367 * create clone from object to another 2358 * create clone from object to another
2368 */ 2359 */
2369object * 2360object *
2370object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2371{ 2362{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2373 2364
2374 if (!asrc) 2365 if (!asrc)
2375 return 0; 2366 return 0;
2376 2367
2377 src = asrc;
2378 if (src->head)
2379 src = src->head; 2368 src = asrc->head_ ();
2380 2369
2381 prev = 0; 2370 prev = 0;
2382 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2383 { 2372 {
2384 tmp = part->clone (); 2373 tmp = part->clone ();
2385 tmp->x -= src->x; 2374 tmp->x -= src->x;
2386 tmp->y -= src->y; 2375 tmp->y -= src->y;
2387 2376
2405 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2406 2395
2407 return dst; 2396 return dst;
2408} 2397}
2409 2398
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446}
2447
2448/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2400 * has the same type and subtype match.
2450 * returns NULL if no match. 2401 * returns NULL if no match.
2451 */ 2402 */
2452object * 2403object *
2505 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2506 return link->value; 2457 return link->value;
2507 2458
2508 return 0; 2459 return 0;
2509} 2460}
2510
2511 2461
2512/* 2462/*
2513 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2514 * 2464 *
2515 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2539 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2540 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2541 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2542 * we get this value back again. 2492 * we get this value back again.
2543 */ 2493 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2545 field->value = 0; 2495 field->value = 0;
2546 else 2496 else
2547 { 2497 {
2548 if (last) 2498 if (last)
2549 last->next = field->next; 2499 last->next = field->next;
2618 } 2568 }
2619 else 2569 else
2620 item = item->env; 2570 item = item->env;
2621} 2571}
2622 2572
2623
2624const char * 2573const char *
2625object::flag_desc (char *desc, int len) const 2574object::flag_desc (char *desc, int len) const
2626{ 2575{
2627 char *p = desc; 2576 char *p = desc;
2628 bool first = true; 2577 bool first = true;
2655{ 2604{
2656 char flagdesc[512]; 2605 char flagdesc[512];
2657 char info2[256 * 4]; 2606 char info2[256 * 4];
2658 char *p = info; 2607 char *p = info;
2659 2608
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2610 count, uuid.seq,
2662 &name, 2611 &name,
2663 title ? "\",title:" : "", 2612 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2613 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2614 flag_desc (flagdesc, 512), type);
2666 2615
2667 if (env) 2616 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2674} 2623}
2675 2624
2676const char * 2625const char *
2677object::debug_desc () const 2626object::debug_desc () const
2678{ 2627{
2679 static char info[256 * 4]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2680 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2681} 2632}
2682 2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 }
2674
2675 if (new_container)
2676 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2678 return;
2679
2680 // TODO: this does not seem to serve any purpose anymore?
2681#if 0
2682 // insert the "Close Container" object.
2683 if (archetype *closer = new_container->other_arch)
2684 {
2685 object *closer = arch_to_object (new_container->other_arch);
2686 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2687 new_container->insert (closer);
2688 }
2689#endif
2690
2691 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2692
2693 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container;
2695
2696 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container);
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (map)
2737 map->play_sound (sound, x, y);
2738}

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