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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.132 by root, Sat Feb 10 21:01:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
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}
490 489
491 if (is_removed) 490 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
493 492
494 if (speed < 0) 493 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
496 495
497 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
498 if (key_values) 497 if (key_values)
499 { 498 {
500 key_value *tail = 0; 499 key_value *tail = 0;
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 570 else
593 { 571 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 665object::object ()
744{ 666{
745 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
746 668
747 expmul = 1.0; 669 expmul = 1.0;
748 face = blank_face; 670 face = blank_face;
749} 671}
750 672
751object::~object () 673object::~object ()
752{ 674{
675 unlink ();
676
753 free_key_values (this); 677 free_key_values (this);
754} 678}
755 679
680static int object_count;
681
756void object::link () 682void object::link ()
757{ 683{
758 count = ++ob_count; 684 assert (!index);//D
759 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
760 687
761 prev = 0; 688 refcnt_inc ();
762 next = object::first; 689 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 690}
769 691
770void object::unlink () 692void object::unlink ()
771{ 693{
772 if (this == object::first) 694 if (!index)
773 object::first = next; 695 return;
774 696
775 /* Remove this object from the list of used objects */ 697 objects.erase (this);
776 if (prev) prev->next = next; 698 refcnt_dec ();
777 if (next) next->prev = prev; 699}
778 700
779 prev = 0; 701void
780 next = 0; 702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756}
757
758/*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
781} 806}
782 807
783object *object::create () 808object *object::create ()
784{ 809{
785 object *op = new object; 810 object *op = new object;
794 819
795 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this); 821 remove_button_link (this);
797 822
798 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
799 remove_friendly_object (this); 825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
800 833
801 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
802 remove (); 835 remove ();
803 836
804 if (flag [FLAG_FREED]) 837 destroy_inv (true);
805 return; 838
839 deactivate ();
840 unlink ();
806 841
807 flag [FLAG_FREED] = 1; 842 flag [FLAG_FREED] = 1;
808 843
809 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
810 { 845 {
816 851
817 freed_map->name = "/internal/freed_objects_map"; 852 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3; 853 freed_map->width = 3;
819 freed_map->height = 3; 854 freed_map->height = 3;
820 855
821 freed_map->allocate (); 856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
822 } 858 }
823 859
824 map = freed_map; 860 map = freed_map;
825 x = 1; 861 x = 1;
826 y = 1; 862 y = 1;
827 } 863 }
828 864
829 more = 0;
830 head = 0; 865 head = 0;
831 inv = 0; 866
867 if (more)
868 {
869 more->destroy ();
870 more = 0;
871 }
832 872
833 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
834 owner = 0; 874 owner = 0;
835 enemy = 0; 875 enemy = 0;
836 attacked_by = 0; 876 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890} 877}
891 878
892void 879void
893object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
894{ 881{
895 if (destroyed ()) 882 if (destroyed ())
896 return; 883 return;
897 884
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 885 if (destroy_inventory)
906 destroy_inv (true); 886 destroy_inv (false);
907 887
908 attachable::destroy (); 888 attachable::destroy ();
909} 889}
910 890
911/* 891/*
929 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
933 * the previous environment. 913 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 914 */
936void 915void
937object::remove () 916object::do_remove ()
938{ 917{
939 object *tmp, *last = 0; 918 object *tmp, *last = 0;
940 object *otmp; 919 object *otmp;
941 920
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 943 * to save cpu time.
965 */ 944 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 946 otmp->update_stats ();
968 947
969 if (above != NULL) 948 if (above)
970 above->below = below; 949 above->below = below;
971 else 950 else
972 env->inv = below; 951 env->inv = below;
973 952
974 if (below != NULL) 953 if (below)
975 below->above = above; 954 below->above = above;
976 955
977 /* we set up values so that it could be inserted into 956 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 957 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 958 * to the caller to decide what we want to do.
983 above = 0, below = 0; 962 above = 0, below = 0;
984 env = 0; 963 env = 0;
985 } 964 }
986 else if (map) 965 else if (map)
987 { 966 {
988 /* Re did the following section of code - it looks like it had 967 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
974
975 --map->players;
976 map->touch ();
977 }
978
979 map->dirty = true;
980 mapspace &ms = this->ms ();
991 981
992 /* link the object above us */ 982 /* link the object above us */
993 if (above) 983 if (above)
994 above->below = below; 984 above->below = below;
995 else 985 else
996 map->at (x, y).top = below; /* we were top, set new top */ 986 ms.top = below; /* we were top, set new top */
997 987
998 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
999 if (below) 989 if (below)
1000 below->above = above; 990 below->above = above;
1001 else 991 else
1003 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1005 * evident 995 * evident
1006 */ 996 */
1007 if (GET_MAP_OB (map, x, y) != this) 997 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "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); 998 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 ());
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017 999
1018 map->at (x, y).bot = above; /* goes on above it. */ 1000 ms.bot = above; /* goes on above it. */
1019 } 1001 }
1020 1002
1021 above = 0; 1003 above = 0;
1022 below = 0; 1004 below = 0;
1023 1005
1024 if (map->in_memory == MAP_SAVING) 1006 if (map->in_memory == MAP_SAVING)
1025 return; 1007 return;
1026 1008
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1009 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1010
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1011 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1012 {
1031 /* No point updating the players look faces if he is the object 1013 /* No point updating the players look faces if he is the object
1032 * being removed. 1014 * being removed.
1033 */ 1015 */
1034 1016
1046 1028
1047 if (tmp->contr->ns) 1029 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1030 tmp->contr->ns->floorbox_update ();
1049 } 1031 }
1050 1032
1051 /* See if player moving off should effect something */ 1033 /* See if object moving off should effect something */
1052 if (check_walk_off 1034 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1035 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1037 {
1056 move_apply (tmp, this, 0); 1038 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1040 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1041 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1042 }
1061 1043
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1046 if (tmp->above == tmp)
1065 tmp->above = 0; 1047 tmp->above = 0;
1066 1048
1067 last = tmp; 1049 last = tmp;
1068 } 1050 }
1069 1051
1070 /* last == NULL of there are no objects on this space */ 1052 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1054 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1055 map->at (x, y).flags_ = 0;
1073 else 1056 else
1074 update_object (last, UP_OBJ_REMOVE); 1057 update_object (last, UP_OBJ_REMOVE);
1075 1058
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1059 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1060 update_all_los (map, x, y);
1114 1097
1115 return 0; 1098 return 0;
1116} 1099}
1117 1100
1118/* 1101/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1103 * job preparing multi-part monsters.
1121 */ 1104 */
1122object * 1105object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1107{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1109 {
1132 tmp->x = x + tmp->arch->clone.x; 1110 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1111 tmp->y = y + tmp->arch->clone.y;
1134 } 1112 }
1135 1113
1158 */ 1136 */
1159object * 1137object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1139{
1162 object *tmp, *top, *floor = NULL; 1140 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1141
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1142 if (QUERY_FLAG (op, FLAG_FREED))
1166 { 1143 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1144 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1145 return NULL;
1169 } 1146 }
1170 1147
1171 if (m == NULL) 1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove ();
1152
1153 if (!m)
1172 { 1154 {
1173 char *dump = dump_object (op); 1155 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump); 1157 free (dump);
1176 return op; 1158 return op;
1189#endif 1171#endif
1190 free (dump); 1172 free (dump);
1191 return op; 1173 return op;
1192 } 1174 }
1193 1175
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1176 if (object *more = op->more)
1207 1177 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1178 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1179 {
1225 if (!op->head) 1180 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1182
1228 return 0; 1183 return 0;
1233 1188
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1189 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1190 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1191 * need extra work
1237 */ 1192 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1193 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1194 return 0;
1240 y = op->y; 1195
1196 op->map = m;
1197 mapspace &ms = op->ms ();
1241 1198
1242 /* this has to be done after we translate the coordinates. 1199 /* this has to be done after we translate the coordinates.
1243 */ 1200 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1201 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1202 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1203 if (object::can_merge (op, tmp))
1247 { 1204 {
1248 op->nrof += tmp->nrof; 1205 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1206 tmp->destroy ();
1250 } 1207 }
1267 op->below = originator->below; 1224 op->below = originator->below;
1268 1225
1269 if (op->below) 1226 if (op->below)
1270 op->below->above = op; 1227 op->below->above = op;
1271 else 1228 else
1272 op->ms ().bot = op; 1229 ms.bot = op;
1273 1230
1274 /* since *below* originator, no need to update top */ 1231 /* since *below* originator, no need to update top */
1275 originator->below = op; 1232 originator->below = op;
1276 } 1233 }
1277 else 1234 else
1278 { 1235 {
1236 top = ms.bot;
1237
1279 /* If there are other objects, then */ 1238 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1239 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1240 {
1282 object *last = NULL; 1241 object *last = 0;
1283 1242
1284 /* 1243 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1244 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1245 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1246 * Generally, we want to put the new object on top. But if
1291 * once we get to them. This reduces the need to traverse over all of 1250 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1251 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1252 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1253 * that flying non pickable objects are spell objects.
1295 */ 1254 */
1296 1255 for (top = ms.bot; top; top = top->above)
1297 while (top != NULL)
1298 { 1256 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1258 floor = top;
1301 1259
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1263 top = top->below;
1306 break; 1264 break;
1307 } 1265 }
1308 1266
1309 last = top; 1267 last = top;
1310 top = top->above;
1311 } 1268 }
1312 1269
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1270 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1271 top = last;
1315 1272
1322 * Unless those objects are exits, type 66 1279 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing 1280 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1281 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1282 * stacking is a bit odd.
1326 */ 1283 */
1327 if (!(flag & INS_ON_TOP) && 1284 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1285 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility))
1329 { 1287 {
1330 for (last = top; last != floor; last = last->below) 1288 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1290 break;
1291
1333 /* Check to see if we found the object that blocks view, 1292 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1293 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1294 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1295 * set top to the object below us.
1337 */ 1296 */
1339 top = last->below; 1298 top = last->below;
1340 } 1299 }
1341 } /* If objects on this space */ 1300 } /* If objects on this space */
1342 1301
1343 if (flag & INS_MAP_LOAD) 1302 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1303 top = ms.top;
1345 1304
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1305 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1306 top = floor;
1348 1307
1349 /* Top is the object that our object (op) is going to get inserted above. 1308 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1309 */
1351 1310
1352 /* First object on this space */ 1311 /* First object on this space */
1353 if (!top) 1312 if (!top)
1354 { 1313 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1314 op->above = ms.bot;
1356 1315
1357 if (op->above) 1316 if (op->above)
1358 op->above->below = op; 1317 op->above->below = op;
1359 1318
1360 op->below = NULL; 1319 op->below = 0;
1361 op->ms ().bot = op; 1320 ms.bot = op;
1362 } 1321 }
1363 else 1322 else
1364 { /* get inserted into the stack above top */ 1323 { /* get inserted into the stack above top */
1365 op->above = top->above; 1324 op->above = top->above;
1366 1325
1369 1328
1370 op->below = top; 1329 op->below = top;
1371 top->above = op; 1330 top->above = op;
1372 } 1331 }
1373 1332
1374 if (op->above == NULL) 1333 if (!op->above)
1375 op->ms ().top = op; 1334 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1335 } /* else not INS_BELOW_ORIGINATOR */
1377 1336
1378 if (op->type == PLAYER) 1337 if (op->type == PLAYER)
1338 {
1379 op->contr->do_los = 1; 1339 op->contr->do_los = 1;
1340 ++op->map->players;
1341 op->map->touch ();
1342 }
1343
1344 op->map->dirty = true;
1380 1345
1381 /* If we have a floor, we know the player, if any, will be above 1346 /* If we have a floor, we know the player, if any, will be above
1382 * it, so save a few ticks and start from there. 1347 * it, so save a few ticks and start from there.
1383 */ 1348 */
1384 if (!(flag & INS_MAP_LOAD)) 1349 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1350 if (object *pl = ms.player ())
1386 if (pl->contr->ns) 1351 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1352 pl->contr->ns->floorbox_update ();
1388 1353
1389 /* If this object glows, it may affect lighting conditions that are 1354 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1355 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1356 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1357 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1358 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1359 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1360 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1361 * of effect may be sufficient.
1397 */ 1362 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1363 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1364 update_all_los (op->map, op->x, op->y);
1400 1365
1438{ 1403{
1439 object *tmp, *tmp1; 1404 object *tmp, *tmp1;
1440 1405
1441 /* first search for itself and remove any old instances */ 1406 /* first search for itself and remove any old instances */
1442 1407
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1410 tmp->destroy ();
1446 1411
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1412 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1413
1449 tmp1->x = op->x; 1414 tmp1->x = op->x;
1450 tmp1->y = op->y; 1415 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1416 insert_ob_in_map (tmp1, op->map, op, 0);
1417}
1418
1419object *
1420object::insert_at (object *where, object *originator, int flags)
1421{
1422 where->map->insert (this, where->x, where->y, originator, flags);
1452} 1423}
1453 1424
1454/* 1425/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1426 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains 1427 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1428 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1429 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1430 * global static errmsg array.
1460 */ 1431 */
1461
1462object * 1432object *
1463get_split_ob (object *orig_ob, uint32 nr) 1433get_split_ob (object *orig_ob, uint32 nr)
1464{ 1434{
1465 object *newob; 1435 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1436 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1700 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1701 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1702 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1703 * on top.
1734 */ 1704 */
1735
1736int 1705int
1737check_move_on (object *op, object *originator) 1706check_move_on (object *op, object *originator)
1738{ 1707{
1739 object *tmp; 1708 object *tmp;
1740 maptile *m = op->map; 1709 maptile *m = op->map;
1767 1736
1768 /* The objects have to be checked from top to bottom. 1737 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1738 * Hence, we first go to the top:
1770 */ 1739 */
1771 1740
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 { 1742 {
1774 /* Trim the search when we find the first other spell effect 1743 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects, 1744 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them. 1745 * we don't need to check all of them.
1777 */ 1746 */
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1764 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1766 {
1798 1767
1799 float 1768 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1770
1802 if (op->type == PLAYER) 1771 if (op->type == PLAYER)
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1774 diff /= 4.0;
1835 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1836 */ 1805 */
1837object * 1806object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1808{
1840 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
1841 { 1810 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1812 return NULL;
1844 } 1813 }
1845 1814
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1816 if (tmp->arch == at)
1848 return tmp; 1817 return tmp;
1849 1818
1850 return NULL; 1819 return NULL;
1851} 1820}
1862 { 1831 {
1863 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1833 return NULL;
1865 } 1834 }
1866 1835
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1837 if (tmp->type == type)
1869 return tmp; 1838 return tmp;
1870 1839
1871 return NULL; 1840 return NULL;
1872} 1841}
2012 } 1981 }
2013 1982
2014 if (!index) 1983 if (!index)
2015 return -1; 1984 return -1;
2016 1985
2017 return altern[RANDOM () % index]; 1986 return altern [rndm (index)];
2018} 1987}
2019 1988
2020/* 1989/*
2021 * find_first_free_spot(archetype, maptile, x, y) works like 1990 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 1991 * find_free_spot(), but it will search max number of squares.
2043{ 2012{
2044 arr += begin; 2013 arr += begin;
2045 end -= begin; 2014 end -= begin;
2046 2015
2047 while (--end) 2016 while (--end)
2048 swap (arr [end], arr [RANDOM () % (end + 1)]); 2017 swap (arr [end], arr [rndm (end + 1)]);
2049} 2018}
2050 2019
2051/* new function to make monster searching more efficient, and effective! 2020/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2021 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2022 * the spaces to find monsters. In this way, it won't always look for
2187 2156
2188 return 3; 2157 return 3;
2189} 2158}
2190 2159
2191/* 2160/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207}
2208
2209/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2163 */
2213
2214int 2164int
2215dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2216{ 2166{
2217 int d; 2167 int d;
2218 2168
2597 } 2547 }
2598 else 2548 else
2599 item = item->env; 2549 item = item->env;
2600} 2550}
2601 2551
2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2602// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2603const char * 2582const char *
2604object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2605{ 2584{
2585 char flagdesc[512];
2606 char info2[256 * 3]; 2586 char info2[256 * 4];
2607 char *p = info; 2587 char *p = info;
2608 2588
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, 2590 count, uuid.seq,
2611 &name, 2591 &name,
2612 title ? " " : "", 2592 title ? "\",title:\"" : "",
2613 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2614 2595
2615 if (env) 2596 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2598
2618 if (map) 2599 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2601
2621 return info; 2602 return info;
2622} 2603}
2623 2604
2624const char * 2605const char *
2625object::debug_desc () const 2606object::debug_desc () const
2626{ 2607{
2627 static char info[256 * 3]; 2608 static char info[256 * 4];
2628 return debug_desc (info); 2609 return debug_desc (info);
2629} 2610}
2630 2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617}
2618
2619struct region *
2620object::region () const
2621{
2622 return map ? map->region (x, y)
2623 : region::default_region ();
2624}
2625
2626const materialtype_t *
2627object::dominant_material () const
2628{
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (object *old_container = container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0;
2658
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 }
2662
2663 if (new_container)
2664 {
2665 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2666 return;
2667
2668 // TODO: this does not seem to serve any purpose anymore?
2669#if 0
2670 // insert the "Close Container" object.
2671 if (archetype *closer = new_container->other_arch)
2672 {
2673 object *closer = arch_to_object (new_container->other_arch);
2674 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2675 new_container->insert (closer);
2676 }
2677#endif
2678
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2680
2681 new_container->flag [FLAG_APPLIED] = 1;
2682 container = new_container;
2683
2684 esrv_update_item (UPD_FLAGS, this, new_container);
2685 esrv_send_inventory (this, new_container);
2686 }
2687}
2688
2689

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