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Comparing deliantra/server/common/object.C (file contents):
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short 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,
42 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
43}; 47};
44short 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,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* 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
281 * 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
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * 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.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * 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
408} 392}
409 393
410/* 394/*
411 * 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.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
418 if (op->count == i) 401 if (op->count == i)
419 return op; 402 return op;
420 403
421 return 0; 404 return 0;
422} 405}
423 406
424/* 407/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
428 */ 411 */
429
430object * 412object *
431find_object_name (const char *str) 413find_object_name (const char *str)
432{ 414{
433 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
434 object *op; 416 object *op;
435 417
436 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
437 if (op->name == str_) 419 if (op->name == str_)
438 break; 420 break;
439 421
440 return op; 422 return op;
441} 423}
467 owner = owner->owner; 449 owner = owner->owner;
468 450
469 this->owner = owner; 451 this->owner = owner;
470} 452}
471 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
472/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 466 * refcounts and freeing the links.
474 */ 467 */
475static void 468static void
476free_key_values (object *op) 469free_key_values (object *op)
477{ 470{
478 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
479 { 472 {
480 key_value *next = i->next; 473 key_value *next = i->next;
481 delete i; 474 delete i;
482 475
483 i = next; 476 i = next;
484 } 477 }
485 478
486 op->key_values = 0; 479 op->key_values = 0;
487} 480}
488 481
489void object::clear () 482object &
483object::operator =(const object &src)
490{ 484{
491 attachable_base::clear (); 485 bool is_freed = flag [FLAG_FREED];
486 bool is_removed = flag [FLAG_REMOVED];
492 487
493 free_key_values (this); 488 *(object_copy *)this = src;
494 489
495 owner = 0; 490 flag [FLAG_FREED] = is_freed;
496 name = 0; 491 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 492
564 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
565 if (op2->key_values) 494 if (src.key_values)
566 { 495 {
567 key_value *tail = 0; 496 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 497 key_values = 0;
571 498
572 for (i = op2->key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
573 { 500 {
574 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
575 502
576 new_link->next = 0; 503 new_link->next = 0;
577 new_link->key = i->key; 504 new_link->key = i->key;
578 new_link->value = i->value; 505 new_link->value = i->value;
579 506
580 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
581 if (!op->key_values) 508 if (!key_values)
582 { 509 {
583 op->key_values = new_link; 510 key_values = new_link;
584 tail = new_link; 511 tail = new_link;
585 } 512 }
586 else 513 else
587 { 514 {
588 tail->next = new_link; 515 tail->next = new_link;
589 tail = new_link; 516 tail = new_link;
590 } 517 }
591 } 518 }
592 } 519 }
520}
593 521
594 update_ob_speed (op); 522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
557}
558
559object *
560object::clone ()
561{
562 object *neu = create ();
563 copy_to (neu);
564 return neu;
595} 565}
596 566
597/* 567/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 568 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 569 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 570 * be called to update the face variable, _and_ how it looks on the map.
601 */ 571 */
602
603void 572void
604update_turn_face (object *op) 573update_turn_face (object *op)
605{ 574{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 575 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 576 return;
577
608 SET_ANIMATION (op, op->direction); 578 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
610} 580}
611 581
612/* 582/*
613 * Updates the speed of an object. If the speed changes from 0 to another 583 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 584 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 585 * This function needs to be called whenever the speed of an object changes.
616 */ 586 */
617void 587void
618update_ob_speed (object *op) 588object::set_speed (float speed)
619{ 589{
620 extern int arch_init; 590 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 591 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 592 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 593 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 594 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 595
645 /* process_events() expects us to insert the object at the beginning 596 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 597
649 if (op->active_next != NULL) 598 if (has_active_speed ())
650 op->active_next->active_prev = op; 599 activate ();
651
652 active_objects = op;
653 }
654 else 600 else
655 { 601 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 602}
679 603
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 604/*
712 * update_object() updates the array which represents the map. 605 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 607 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 608 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 609 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 610 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 611 * updating that window, though, since update_object() is called _often_)
719 * 612 *
720 * action is a hint of what the caller believes need to be done. 613 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 614 * current action are:
726 * UP_OBJ_INSERT: op was inserted 615 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 616 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 617 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 618 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
731 */ 620 */
732
733void 621void
734update_object (object *op, int action) 622update_object (object *op, int action)
735{ 623{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 624 if (op == NULL)
740 { 625 {
741 /* this should never happen */ 626 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 628 return;
744 } 629 }
745 630
746 if (op->env != NULL) 631 if (op->env)
747 { 632 {
748 /* Animation is currently handled by client, so nothing 633 /* Animation is currently handled by client, so nothing
749 * to do in this case. 634 * to do in this case.
750 */ 635 */
751 return; 636 return;
756 */ 641 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 642 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 643 return;
759 644
760 /* make sure the object is within map boundaries */ 645 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 646 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 647 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 648 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 649#ifdef MANY_CORES
765 abort (); 650 abort ();
766#endif 651#endif
767 return; 652 return;
768 } 653 }
769 654
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 655 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 656
657 if (!(m.flags_ & P_UPTODATE))
658 /* nop */;
777 if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
778 { 660 {
661 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 662 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 663 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 664 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 665 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
666 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 667 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 668 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 669 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 670 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 671 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 672 * to have move_allow right now.
802 */ 673 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 674 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 676 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 677 }
809 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 680 * that is being removed.
812 */ 681 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 683 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
817 else 686 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 688
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 689 if (op->more)
827 update_object (op->more, action); 690 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844} 691}
845 692
846object::object () 693object::object ()
847{ 694{
848 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
851 face = blank_face; 698 face = blank_face;
852} 699}
853 700
854object::~object () 701object::~object ()
855{ 702{
703 unlink ();
704
856 free_key_values (this); 705 free_key_values (this);
857} 706}
858 707
708static int object_count;
709
859void object::link () 710void object::link ()
860{ 711{
861 count = ++ob_count; 712 assert (!index);//D
862 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
863 715
864 prev = 0; 716 refcnt_inc ();
865 next = object::first; 717 objects.insert (this);
866
867 if (object::first)
868 object::first->prev = this;
869
870 object::first = this;
871} 718}
872 719
873void object::unlink () 720void object::unlink ()
874{ 721{
875 if (this == object::first) 722 if (!index)
876 object::first = next; 723 return;
877 724
878 /* Remove this object from the list of used objects */ 725 objects.erase (this);
879 if (prev) prev->next = next; 726 refcnt_dec ();
880 if (next) next->prev = prev; 727}
881 728
882 prev = 0; 729void
883 next = 0; 730object::activate ()
731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
735
736 if (has_active_speed ())
737 actives.insert (this);
738}
739
740void
741object::activate_recursive ()
742{
743 activate ();
744
745 for (object *op = inv; op; op = op->below)
746 op->activate_recursive ();
747}
748
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758object::deactivate ()
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!active)
762 return;
763
764 actives.erase (this);
765}
766
767void
768object::deactivate_recursive ()
769{
770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
784}
785
786/*
787 * Remove and free all objects in the inventory of the given object.
788 * object.c ?
789 */
790void
791object::destroy_inv (bool drop_to_ground)
792{
793 // need to check first, because the checks below might segfault
794 // as we might be on an invalid mapspace and crossfire code
795 // is too buggy to ensure that the inventory is empty.
796 // corollary: if you create arrows etc. with stuff in tis inventory,
797 // cf will crash below with off-map x and y
798 if (!inv)
799 return;
800
801 /* Only if the space blocks everything do we not process -
802 * if some form of movement is allowed, let objects
803 * drop on that space.
804 */
805 if (!drop_to_ground
806 || !map
807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
809 || ms ().move_block == MOVE_ALL)
810 {
811 while (inv)
812 {
813 inv->destroy_inv (drop_to_ground);
814 inv->destroy ();
815 }
816 }
817 else
818 { /* Put objects in inventory onto this space */
819 while (inv)
820 {
821 object *op = inv;
822
823 if (op->flag [FLAG_STARTEQUIP]
824 || op->flag [FLAG_NO_DROP]
825 || op->type == RUNE
826 || op->type == TRAP
827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
829 op->destroy ();
830 else
831 map->insert (op, x, y);
832 }
833 }
884} 834}
885 835
886object *object::create () 836object *object::create ()
887{ 837{
888 object *op = new object; 838 object *op = new object;
889 op->link (); 839 op->link ();
890 return op; 840 return op;
891} 841}
892 842
893/* 843void
894 * free_object() frees everything allocated by an object, removes 844object::do_destroy ()
895 * it from the list of used objects, and puts it on the list of
896 * free objects. The IS_FREED() flag is set in the object.
897 * The object must have been removed by remove_ob() first for
898 * this function to succeed.
899 *
900 * If destroy_inventory is set, free inventory as well. Else drop items in
901 * inventory to the ground.
902 */
903void object::destroy (bool destroy_inventory)
904{ 845{
905 if (QUERY_FLAG (this, FLAG_FREED)) 846 attachable::do_destroy ();
906 return;
907 847
908 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 852 remove_friendly_object (this);
910 853
911 if (!QUERY_FLAG (this, FLAG_REMOVED)) 854 if (!flag [FLAG_REMOVED])
912 remove_ob (this); 855 remove ();
913 856
914 SET_FLAG (this, FLAG_FREED); 857 destroy_inv (true);
915 858
916 if (more) 859 deactivate ();
917 { 860 unlink ();
918 more->destroy (destroy_inventory);
919 more = 0;
920 }
921 861
922 if (inv) 862 flag [FLAG_FREED] = 1;
923 {
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
927 */
928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
929 {
930 object *op = inv;
931
932 while (op)
933 {
934 object *tmp = op->below;
935 op->destroy (destroy_inventory);
936 op = tmp;
937 }
938 }
939 else
940 { /* Put objects in inventory onto this space */
941 object *op = inv;
942
943 while (op)
944 {
945 object *tmp = op->below;
946
947 remove_ob (op);
948
949 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
951 free_object (op);
952 else
953 {
954 op->x = x;
955 op->y = y;
956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
957 }
958
959 op = tmp;
960 }
961 }
962 }
963 863
964 // hack to ensure that freed objects still have a valid map 864 // hack to ensure that freed objects still have a valid map
965 { 865 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes 866 static maptile *freed_map; // freed objects are moved here to avoid crashes
967 867
971 871
972 freed_map->name = "/internal/freed_objects_map"; 872 freed_map->name = "/internal/freed_objects_map";
973 freed_map->width = 3; 873 freed_map->width = 3;
974 freed_map->height = 3; 874 freed_map->height = 3;
975 875
976 freed_map->allocate (); 876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
977 } 878 }
978 879
979 map = freed_map; 880 map = freed_map;
980 x = 1; 881 x = 1;
981 y = 1; 882 y = 1;
982 } 883 }
983 884
885 head = 0;
886
887 if (more)
888 {
889 more->destroy ();
890 more = 0;
891 }
892
984 // clear those pointers that likely might have circular references to us 893 // clear those pointers that likely might have circular references to us
985 owner = 0; 894 owner = 0;
986 enemy = 0; 895 enemy = 0;
987 attacked_by = 0; 896 attacked_by = 0;
897}
988 898
989 // only relevant for players(?), but make sure of it anyways 899void
990 contr = 0; 900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
991 904
992 /* Remove object from the active list */ 905 if (destroy_inventory)
993 speed = 0; 906 destroy_inv (false);
994 update_ob_speed (this);
995 907
996 unlink (); 908 attachable::destroy ();
997
998 mortals.push_back (this);
999} 909}
1000 910
1001/* 911/*
1002 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1003 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1004 */ 914 */
1005
1006void 915void
1007sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1008{ 917{
1009 while (op != NULL) 918 while (op != NULL)
1010 { 919 {
1014 op->carrying -= weight; 923 op->carrying -= weight;
1015 op = op->env; 924 op = op->env;
1016 } 925 }
1017} 926}
1018 927
1019/* remove_ob(op): 928/* op->remove ():
1020 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1021 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1022 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1023 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1024 * the previous environment. 933 * the previous environment.
1025 * Beware: This function is called from the editor as well!
1026 */ 934 */
1027
1028void 935void
1029remove_ob (object *op) 936object::do_remove ()
1030{ 937{
1031 object *tmp, *last = 0; 938 object *tmp, *last = 0;
1032 object *otmp; 939 object *otmp;
1033 940
1034 int check_walk_off;
1035 maptile *m;
1036
1037 sint16 x, y;
1038
1039 if (QUERY_FLAG (op, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 942 return;
1041 943
1042 SET_FLAG (op, FLAG_REMOVED); 944 SET_FLAG (this, FLAG_REMOVED);
945 INVOKE_OBJECT (REMOVE, this);
1043 946
1044 if (op->more != NULL) 947 if (more)
1045 remove_ob (op->more); 948 more->remove ();
1046 949
1047 /* 950 /*
1048 * In this case, the object to be removed is in someones 951 * In this case, the object to be removed is in someones
1049 * inventory. 952 * inventory.
1050 */ 953 */
1051 if (op->env != NULL) 954 if (env)
1052 { 955 {
1053 if (op->nrof) 956 if (nrof)
1054 sub_weight (op->env, op->weight * op->nrof); 957 sub_weight (env, weight * nrof);
1055 else 958 else
1056 sub_weight (op->env, op->weight + op->carrying); 959 sub_weight (env, weight + carrying);
1057 960
1058 /* NO_FIX_PLAYER is set when a great many changes are being 961 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 962 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 963 * to save cpu time.
1061 */ 964 */
1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 965 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 966 otmp->update_stats ();
1064 967
1065 if (op->above != NULL) 968 if (above)
1066 op->above->below = op->below; 969 above->below = below;
1067 else 970 else
1068 op->env->inv = op->below; 971 env->inv = below;
1069 972
1070 if (op->below != NULL) 973 if (below)
1071 op->below->above = op->above; 974 below->above = above;
1072 975
1073 /* we set up values so that it could be inserted into 976 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 977 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 978 * to the caller to decide what we want to do.
1076 */ 979 */
1077 op->x = op->env->x, op->y = op->env->y; 980 x = env->x, y = env->y;
1078 op->map = op->env->map; 981 map = env->map;
1079 op->above = NULL, op->below = NULL; 982 above = 0, below = 0;
1080 op->env = NULL; 983 env = 0;
1081 } 984 }
1082 else if (op->map) 985 else if (map)
1083 { 986 {
1084 x = op->x; 987 if (type == PLAYER)
1085 y = op->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087
1088 if (!m)
1089 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */
1096 abort ();
1097 } 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
1098 994
1099 if (op->map != m) 995 --map->players;
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 996 map->touch ();
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* Re did the following section of code - it looks like it had
1104 * lots of logic for things we no longer care about
1105 */ 997 }
998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
1106 1001
1107 /* link the object above us */ 1002 /* link the object above us */
1108 if (op->above) 1003 if (above)
1109 op->above->below = op->below; 1004 above->below = below;
1110 else 1005 else
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
1112 1007
1113 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1114 if (op->below) 1009 if (below)
1115 op->below->above = op->above; 1010 below->above = above;
1116 else 1011 else
1117 { 1012 {
1118 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1119 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1120 * evident 1015 * evident
1121 */ 1016 */
1122 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1126 "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); 1018 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 ());
1127 free (dump); 1019
1128 dump = dump_object (GET_MAP_OB (m, x, y)); 1020 ms.bot = above; /* goes on above it. */
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 } 1021 }
1132 1022
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1134 }
1135
1136 op->above = 0; 1023 above = 0;
1137 op->below = 0; 1024 below = 0;
1138 1025
1139 if (op->map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1140 return; 1027 return;
1141 1028
1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1143 1030
1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1145 { 1032 {
1146 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1147 * being removed. 1034 * being removed.
1148 */ 1035 */
1149 1036
1150 if (tmp->type == PLAYER && tmp != op) 1037 if (tmp->type == PLAYER && tmp != this)
1151 { 1038 {
1152 /* If a container that the player is currently using somehow gets 1039 /* If a container that the player is currently using somehow gets
1153 * removed (most likely destroyed), update the player view 1040 * removed (most likely destroyed), update the player view
1154 * appropriately. 1041 * appropriately.
1155 */ 1042 */
1156 if (tmp->container == op) 1043 if (tmp->container == this)
1157 { 1044 {
1158 CLEAR_FLAG (op, FLAG_APPLIED); 1045 flag [FLAG_APPLIED] = 0;
1159 tmp->container = NULL; 1046 tmp->container = 0;
1160 } 1047 }
1161 1048
1162 tmp->contr->socket.update_look = 1; 1049 if (tmp->contr->ns)
1050 tmp->contr->ns->floorbox_update ();
1163 } 1051 }
1164 1052
1165 /* See if player moving off should effect something */ 1053 /* See if object moving off should effect something */
1166 if (check_walk_off 1054 if (check_walk_off
1167 && ((op->move_type & tmp->move_off) 1055 && ((move_type & tmp->move_off)
1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 { 1057 {
1170 move_apply (tmp, op, NULL); 1058 move_apply (tmp, this, 0);
1171 1059
1172 if (op->destroyed ()) 1060 if (destroyed ())
1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1174 } 1062 }
1175 1063
1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1177 1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1178 if (tmp->above == tmp) 1066 if (tmp->above == tmp)
1179 tmp->above = NULL; 1067 tmp->above = 0;
1180 1068
1181 last = tmp; 1069 last = tmp;
1182 } 1070 }
1183 1071
1184 /* last == NULL of there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object?
1185 if (last == NULL) 1074 if (!last)
1186 { 1075 map->at (x, y).flags_ = 0;
1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1189 * those out anyways, and if there are any flags set right now, they won't
1190 * be correct anyways.
1191 */
1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1193 update_position (op->map, op->x, op->y);
1194 }
1195 else 1076 else
1196 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1197 1078
1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (op->map, op->x, op->y); 1080 update_all_los (map, x, y);
1200 } 1081 }
1201} 1082}
1202 1083
1203/* 1084/*
1204 * merge_ob(op,top): 1085 * merge_ob(op,top):
1212merge_ob (object *op, object *top) 1093merge_ob (object *op, object *top)
1213{ 1094{
1214 if (!op->nrof) 1095 if (!op->nrof)
1215 return 0; 1096 return 0;
1216 1097
1217 if (top == NULL) 1098 if (top)
1218 for (top = op; top != NULL && top->above != NULL; top = top->above); 1099 for (top = op; top && top->above; top = top->above)
1100 ;
1219 1101
1220 for (; top != NULL; top = top->below) 1102 for (; top; top = top->below)
1221 { 1103 {
1222 if (top == op) 1104 if (top == op)
1223 continue; 1105 continue;
1224 if (CAN_MERGE (op, top)) 1106
1107 if (object::can_merge (op, top))
1225 { 1108 {
1226 top->nrof += op->nrof; 1109 top->nrof += op->nrof;
1227 1110
1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1111/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1229 op->weight = 0; /* Don't want any adjustements now */ 1112 op->weight = 0; /* Don't want any adjustements now */
1230 remove_ob (op); 1113 op->destroy ();
1231 free_object (op);
1232 return top; 1114 return top;
1233 } 1115 }
1234 } 1116 }
1235 1117
1236 return 0; 1118 return 0;
1237} 1119}
1238 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1239/* 1144/*
1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1242 */ 1147 */
1243object * 1148object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1150{
1246 object *tmp;
1247
1248 if (op->head)
1249 op = op->head;
1250
1251 for (tmp = op; tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 { 1152 {
1253 tmp->x = x + tmp->arch->clone.x; 1153 tmp->x = x + tmp->arch->clone.x;
1254 tmp->y = y + tmp->arch->clone.y; 1154 tmp->y = y + tmp->arch->clone.y;
1255 } 1155 }
1256 1156
1275 * Return value: 1175 * Return value:
1276 * new object if 'op' was merged with other object 1176 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1177 * NULL if 'op' was destroyed
1278 * just 'op' otherwise 1178 * just 'op' otherwise
1279 */ 1179 */
1280
1281object * 1180object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1284 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1285 sint16 x, y;
1286 1186
1287 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1288 {
1289 LOG (llevError, "Trying to insert freed object!\n");
1290 return NULL;
1291 }
1292 1188
1293 if (m == NULL) 1189#if 0
1294 { 1190 if (!m->active != !op->active)
1295 char *dump = dump_object (op); 1191 if (m->active)
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1297 free (dump); 1193 else
1298 return op; 1194 op->deactivate_recursive ();
1299 } 1195#endif
1300 1196
1301 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1302 { 1198 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1305#ifdef MANY_CORES 1200#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1307 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted. 1203 * improperly inserted.
1309 */ 1204 */
1310 abort (); 1205 abort ();
1311#endif 1206#endif
1312 free (dump);
1313 return op; 1207 return op;
1314 } 1208 }
1315 1209
1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1317 {
1318 char *dump = dump_object (op);
1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (op->more != NULL)
1325 {
1326 /* The part may be on a different map. */
1327
1328 object *more = op->more; 1210 if (object *more = op->more)
1329 1211 {
1330 /* We really need the caller to normalize coordinates - if
1331 * we set the map, that doesn't work if the location is within
1332 * a map and this is straddling an edge. So only if coordinate
1333 * is clear wrong do we normalize it.
1334 */
1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1337 else if (!more->map)
1338 {
1339 /* For backwards compatibility - when not dealing with tiled maps,
1340 * more->map should always point to the parent.
1341 */
1342 more->map = m;
1343 }
1344
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1346 { 1213 {
1347 if (!op->head) 1214 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349 1216
1350 return NULL; 1217 return 0;
1351 } 1218 }
1352 } 1219 }
1353 1220
1354 CLEAR_FLAG (op, FLAG_REMOVED); 1221 CLEAR_FLAG (op, FLAG_REMOVED);
1355 1222
1356 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1357 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work 1225 * need extra work
1359 */ 1226 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1361 x = op->x; 1228 return 0;
1362 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1363 1232
1364 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1365 */ 1234 */
1366 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp)) 1237 if (object::can_merge (op, tmp))
1369 { 1238 {
1370 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1371 remove_ob (tmp); 1240 tmp->destroy ();
1372 free_object (tmp);
1373 } 1241 }
1374 1242
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377 1245
1390 op->below = originator->below; 1258 op->below = originator->below;
1391 1259
1392 if (op->below) 1260 if (op->below)
1393 op->below->above = op; 1261 op->below->above = op;
1394 else 1262 else
1395 SET_MAP_OB (op->map, op->x, op->y, op); 1263 ms.bot = op;
1396 1264
1397 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1398 originator->below = op; 1266 originator->below = op;
1399 } 1267 }
1400 else 1268 else
1401 { 1269 {
1270 top = ms.bot;
1271
1402 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1404 { 1274 {
1405 object *last = NULL; 1275 object *last = 0;
1406 1276
1407 /* 1277 /*
1408 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate. 1279 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if 1280 * Generally, we want to put the new object on top. But if
1414 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1415 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1416 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1418 */ 1288 */
1419 1289 for (top = ms.bot; top; top = top->above)
1420 while (top != NULL)
1421 { 1290 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1423 floor = top; 1292 floor = top;
1424 1293
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1428 top = top->below; 1297 top = top->below;
1429 break; 1298 break;
1430 } 1299 }
1431 1300
1432 last = top; 1301 last = top;
1433 top = top->above;
1434 } 1302 }
1435 1303
1436 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last; 1305 top = last;
1438 1306
1440 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1442 */ 1310 */
1443 1311
1444 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1446 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd. 1316 * stacking is a bit odd.
1449 */ 1317 */
1450 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1452 { 1321 {
1453 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break; 1324 break;
1325
1456 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1459 * set top to the object below us. 1329 * set top to the object below us.
1460 */ 1330 */
1462 top = last->below; 1332 top = last->below;
1463 } 1333 }
1464 } /* If objects on this space */ 1334 } /* If objects on this space */
1465 1335
1466 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1468 1338
1469 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor; 1340 top = floor;
1471 1341
1472 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1473 */ 1343 */
1474 1344
1475 /* First object on this space */ 1345 /* First object on this space */
1476 if (!top) 1346 if (!top)
1477 { 1347 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1479 1349
1480 if (op->above) 1350 if (op->above)
1481 op->above->below = op; 1351 op->above->below = op;
1482 1352
1483 op->below = NULL; 1353 op->below = 0;
1484 SET_MAP_OB (op->map, op->x, op->y, op); 1354 ms.bot = op;
1485 } 1355 }
1486 else 1356 else
1487 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1488 op->above = top->above; 1358 op->above = top->above;
1489 1359
1492 1362
1493 op->below = top; 1363 op->below = top;
1494 top->above = op; 1364 top->above = op;
1495 } 1365 }
1496 1366
1497 if (op->above == NULL) 1367 if (!op->above)
1498 SET_MAP_TOP (op->map, op->x, op->y, op); 1368 ms.top = op;
1499 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1500 1370
1501 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1372 {
1502 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1374 ++op->map->players;
1375 op->map->touch ();
1376 }
1377
1378 op->map->dirty = true;
1503 1379
1504 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1505 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1506 */ 1382 */
1507 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1384 if (object *pl = ms.player ())
1509 if (tmp->type == PLAYER) 1385 if (pl->contr->ns)
1510 tmp->contr->socket.update_look = 1; 1386 pl->contr->ns->floorbox_update ();
1511 1387
1512 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1514 * an inefficient way to do this, as it means los for all players 1390 * an inefficient way to do this, as it means los for all players
1515 * on the map will get recalculated. The players could very well 1391 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way - 1392 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1519 * of effect may be sufficient. 1395 * of effect may be sufficient.
1520 */ 1396 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1522 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1523 1399
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1400 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT); 1401 update_object (op, UP_OBJ_INSERT);
1526 1402
1403 INVOKE_OBJECT (INSERT, op);
1404
1527 /* Don't know if moving this to the end will break anything. However, 1405 /* Don't know if moving this to the end will break anything. However,
1528 * we want to have update_look set above before calling this. 1406 * we want to have floorbox_update called before calling this.
1529 * 1407 *
1530 * check_move_on() must be after this because code called from 1408 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like 1409 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by 1410 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object(). 1411 * update_object().
1535 1413
1536 /* if this is not the head or flag has been passed, don't check walk on status */ 1414 /* if this is not the head or flag has been passed, don't check walk on status */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head) 1415 if (!(flag & INS_NO_WALK_ON) && !op->head)
1538 { 1416 {
1539 if (check_move_on (op, originator)) 1417 if (check_move_on (op, originator))
1540 return NULL; 1418 return 0;
1541 1419
1542 /* If we are a multi part object, lets work our way through the check 1420 /* If we are a multi part object, lets work our way through the check
1543 * walk on's. 1421 * walk on's.
1544 */ 1422 */
1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1423 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1546 if (check_move_on (tmp, originator)) 1424 if (check_move_on (tmp, originator))
1547 return NULL; 1425 return 0;
1548 } 1426 }
1549 1427
1550 return op; 1428 return op;
1551} 1429}
1552 1430
1553/* this function inserts an object in the map, but if it 1431/* this function inserts an object in the map, but if it
1554 * finds an object of its own type, it'll remove that one first. 1432 * finds an object of its own type, it'll remove that one first.
1555 * op is the object to insert it under: supplies x and the map. 1433 * op is the object to insert it under: supplies x and the map.
1556 */ 1434 */
1557void 1435void
1558replace_insert_ob_in_map (const char *arch_string, object *op) 1436replace_insert_ob_in_map (const char *arch_string, object *op)
1559{ 1437{
1560 object * 1438 object *tmp, *tmp1;
1561 tmp;
1562 object *
1563 tmp1;
1564 1439
1565 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1566 1441
1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1568 {
1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1570 { 1444 tmp->destroy ();
1571 remove_ob (tmp);
1572 free_object (tmp);
1573 }
1574 }
1575 1445
1576 tmp1 = arch_to_object (archetype::find (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1577 1447
1578 tmp1->x = op->x; 1448 tmp1->x = op->x;
1579 tmp1->y = op->y; 1449 tmp1->y = op->y;
1580 insert_ob_in_map (tmp1, op->map, op, 0); 1450 insert_ob_in_map (tmp1, op->map, op, 0);
1451}
1452
1453object *
1454object::insert_at (object *where, object *originator, int flags)
1455{
1456 return where->map->insert (this, where->x, where->y, originator, flags);
1581} 1457}
1582 1458
1583/* 1459/*
1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1585 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1586 * the rest (or is removed and freed if that number is 0). 1462 * the rest (or is removed and freed if that number is 0).
1587 * On failure, NULL is returned, and the reason put into the 1463 * On failure, NULL is returned, and the reason put into the
1588 * global static errmsg array. 1464 * global static errmsg array.
1589 */ 1465 */
1590
1591object * 1466object *
1592get_split_ob (object *orig_ob, uint32 nr) 1467get_split_ob (object *orig_ob, uint32 nr)
1593{ 1468{
1594 object * 1469 object *newob;
1595 newob;
1596 int
1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1598 1471
1599 if (orig_ob->nrof < nr) 1472 if (orig_ob->nrof < nr)
1600 { 1473 {
1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1602 return NULL; 1475 return NULL;
1603 } 1476 }
1604 1477
1605 newob = object_create_clone (orig_ob); 1478 newob = object_create_clone (orig_ob);
1606 1479
1607 if ((orig_ob->nrof -= nr) < 1) 1480 if ((orig_ob->nrof -= nr) < 1)
1608 { 1481 orig_ob->destroy (1);
1609 if (!is_removed)
1610 remove_ob (orig_ob);
1611 free_object2 (orig_ob, 1);
1612 }
1613 else if (!is_removed) 1482 else if (!is_removed)
1614 { 1483 {
1615 if (orig_ob->env != NULL) 1484 if (orig_ob->env != NULL)
1616 sub_weight (orig_ob->env, orig_ob->weight * nr); 1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1632 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1633 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1634 * 1503 *
1635 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1636 */ 1505 */
1637
1638object * 1506object *
1639decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1640{ 1508{
1641 object *tmp; 1509 object *tmp;
1642 player *pl;
1643 1510
1644 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1645 return op; 1512 return op;
1646 1513
1647 if (i > op->nrof) 1514 if (i > op->nrof)
1648 i = op->nrof; 1515 i = op->nrof;
1649 1516
1650 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i; 1518 op->nrof -= i;
1652 else if (op->env != NULL) 1519 else if (op->env)
1653 { 1520 {
1654 /* is this object in the players inventory, or sub container 1521 /* is this object in the players inventory, or sub container
1655 * therein? 1522 * therein?
1656 */ 1523 */
1657 tmp = is_player_inv (op->env); 1524 tmp = op->in_player ();
1658 /* nope. Is this a container the player has opened? 1525 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player. 1526 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player. 1529 * and then searching the map for a player.
1663 */ 1530 */
1664 if (!tmp) 1531 if (!tmp)
1665 { 1532 for_all_players (pl)
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1668 break; 1536 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 } 1537 }
1674 1538
1675 if (i < op->nrof) 1539 if (i < op->nrof)
1676 { 1540 {
1677 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i; 1542 op->nrof -= i;
1679 if (tmp) 1543 if (tmp)
1680 {
1681 esrv_send_item (tmp, op); 1544 esrv_send_item (tmp, op);
1682 }
1683 } 1545 }
1684 else 1546 else
1685 { 1547 {
1686 remove_ob (op); 1548 op->remove ();
1687 op->nrof = 0; 1549 op->nrof = 0;
1688 if (tmp) 1550 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count); 1551 esrv_del_item (tmp->contr, op->count);
1691 }
1692 } 1552 }
1693 } 1553 }
1694 else 1554 else
1695 { 1555 {
1696 object *above = op->above; 1556 object *above = op->above;
1697 1557
1698 if (i < op->nrof) 1558 if (i < op->nrof)
1699 op->nrof -= i; 1559 op->nrof -= i;
1700 else 1560 else
1701 { 1561 {
1702 remove_ob (op); 1562 op->remove ();
1703 op->nrof = 0; 1563 op->nrof = 0;
1704 } 1564 }
1705 1565
1706 /* Since we just removed op, op->above is null */ 1566 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1708 if (tmp->type == PLAYER) 1568 if (tmp->type == PLAYER)
1709 { 1569 {
1710 if (op->nrof) 1570 if (op->nrof)
1711 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1712 else 1572 else
1716 1576
1717 if (op->nrof) 1577 if (op->nrof)
1718 return op; 1578 return op;
1719 else 1579 else
1720 { 1580 {
1721 free_object (op); 1581 op->destroy ();
1722 return NULL; 1582 return 0;
1723 } 1583 }
1724} 1584}
1725 1585
1726/* 1586/*
1727 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1728 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1729 */ 1589 */
1730
1731void 1590void
1732add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1733{ 1592{
1734 while (op != NULL) 1593 while (op != NULL)
1735 { 1594 {
1739 op->carrying += weight; 1598 op->carrying += weight;
1740 op = op->env; 1599 op = op->env;
1741 } 1600 }
1742} 1601}
1743 1602
1744/*
1745 * insert_ob_in_ob(op,environment):
1746 * This function inserts the object op in the linked list
1747 * inside the object environment.
1748 *
1749 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1750 * the inventory at the last position or next to other objects of the same
1751 * type.
1752 * Frank: Now sorted by type, archetype and magic!
1753 *
1754 * The function returns now pointer to inserted item, and return value can
1755 * be != op, if items are merged. -Tero
1756 */
1757
1758object * 1603object *
1759insert_ob_in_ob (object *op, object *where) 1604insert_ob_in_ob (object *op, object *where)
1760{ 1605{
1761 object * 1606 if (!where)
1762 tmp, *
1763 otmp;
1764
1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1766 {
1767 char *dump = dump_object (op);
1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1770 return op;
1771 }
1772
1773 if (where == NULL)
1774 { 1607 {
1775 char *dump = dump_object (op); 1608 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1609 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump); 1610 free (dump);
1778 return op; 1611 return op;
1779 } 1612 }
1780 1613
1781 if (where->head) 1614 if (where->head)
1782 { 1615 {
1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1616 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1784 where = where->head; 1617 where = where->head;
1785 } 1618 }
1619
1620 return where->insert (op);
1621}
1622
1623/*
1624 * env->insert (op)
1625 * This function inserts the object op in the linked list
1626 * inside the object environment.
1627 *
1628 * The function returns now pointer to inserted item, and return value can
1629 * be != op, if items are merged. -Tero
1630 */
1631object *
1632object::insert (object *op)
1633{
1634 object *tmp, *otmp;
1635
1636 if (!QUERY_FLAG (op, FLAG_REMOVED))
1637 op->remove ();
1786 1638
1787 if (op->more) 1639 if (op->more)
1788 { 1640 {
1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1790 return op; 1642 return op;
1792 1644
1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1645 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1794 CLEAR_FLAG (op, FLAG_REMOVED); 1646 CLEAR_FLAG (op, FLAG_REMOVED);
1795 if (op->nrof) 1647 if (op->nrof)
1796 { 1648 {
1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1649 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1798 if (CAN_MERGE (tmp, op)) 1650 if (object::can_merge (tmp, op))
1799 { 1651 {
1800 /* return the original object and remove inserted object 1652 /* return the original object and remove inserted object
1801 (client needs the original object) */ 1653 (client needs the original object) */
1802 tmp->nrof += op->nrof; 1654 tmp->nrof += op->nrof;
1803 /* Weight handling gets pretty funky. Since we are adding to 1655 /* Weight handling gets pretty funky. Since we are adding to
1804 * tmp->nrof, we need to increase the weight. 1656 * tmp->nrof, we need to increase the weight.
1805 */ 1657 */
1806 add_weight (where, op->weight * op->nrof); 1658 add_weight (this, op->weight * op->nrof);
1807 SET_FLAG (op, FLAG_REMOVED); 1659 SET_FLAG (op, FLAG_REMOVED);
1808 free_object (op); /* free the inserted object */ 1660 op->destroy (); /* free the inserted object */
1809 op = tmp; 1661 op = tmp;
1810 remove_ob (op); /* and fix old object's links */ 1662 op->remove (); /* and fix old object's links */
1811 CLEAR_FLAG (op, FLAG_REMOVED); 1663 CLEAR_FLAG (op, FLAG_REMOVED);
1812 break; 1664 break;
1813 } 1665 }
1814 1666
1815 /* I assume combined objects have no inventory 1667 /* I assume combined objects have no inventory
1816 * We add the weight - this object could have just been removed 1668 * We add the weight - this object could have just been removed
1817 * (if it was possible to merge). calling remove_ob will subtract 1669 * (if it was possible to merge). calling remove_ob will subtract
1818 * the weight, so we need to add it in again, since we actually do 1670 * the weight, so we need to add it in again, since we actually do
1819 * the linking below 1671 * the linking below
1820 */ 1672 */
1821 add_weight (where, op->weight * op->nrof); 1673 add_weight (this, op->weight * op->nrof);
1822 } 1674 }
1823 else 1675 else
1824 add_weight (where, (op->weight + op->carrying)); 1676 add_weight (this, (op->weight + op->carrying));
1825 1677
1826 otmp = is_player_inv (where); 1678 otmp = this->in_player ();
1827 if (otmp && otmp->contr != NULL) 1679 if (otmp && otmp->contr)
1828 {
1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1680 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1830 fix_player (otmp); 1681 otmp->update_stats ();
1831 }
1832 1682
1833 op->map = NULL; 1683 op->map = 0;
1834 op->env = where; 1684 op->env = this;
1835 op->above = NULL; 1685 op->above = 0;
1836 op->below = NULL; 1686 op->below = 0;
1837 op->x = 0, op->y = 0; 1687 op->x = 0, op->y = 0;
1838 1688
1839 /* reset the light list and los of the players on the map */ 1689 /* reset the light list and los of the players on the map */
1840 if ((op->glow_radius != 0) && where->map) 1690 if ((op->glow_radius != 0) && map)
1841 { 1691 {
1842#ifdef DEBUG_LIGHTS 1692#ifdef DEBUG_LIGHTS
1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1693 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1844#endif /* DEBUG_LIGHTS */ 1694#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map)) 1695 if (map->darkness)
1846 update_all_los (where->map, where->x, where->y); 1696 update_all_los (map, x, y);
1847 } 1697 }
1848 1698
1849 /* Client has no idea of ordering so lets not bother ordering it here. 1699 /* Client has no idea of ordering so lets not bother ordering it here.
1850 * It sure simplifies this function... 1700 * It sure simplifies this function...
1851 */ 1701 */
1852 if (where->inv == NULL) 1702 if (!inv)
1853 where->inv = op; 1703 inv = op;
1854 else 1704 else
1855 { 1705 {
1856 op->below = where->inv; 1706 op->below = inv;
1857 op->below->above = op; 1707 op->below->above = op;
1858 where->inv = op; 1708 inv = op;
1859 } 1709 }
1710
1711 INVOKE_OBJECT (INSERT, this);
1712
1860 return op; 1713 return op;
1861} 1714}
1862 1715
1863/* 1716/*
1864 * Checks if any objects has a move_type that matches objects 1717 * Checks if any objects has a move_type that matches objects
1878 * 1731 *
1879 * MSW 2001-07-08: Check all objects on space, not just those below 1732 * MSW 2001-07-08: Check all objects on space, not just those below
1880 * object being inserted. insert_ob_in_map may not put new objects 1733 * object being inserted. insert_ob_in_map may not put new objects
1881 * on top. 1734 * on top.
1882 */ 1735 */
1883
1884int 1736int
1885check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1886{ 1738{
1887 object *tmp; 1739 object *tmp;
1888 maptile *m = op->map; 1740 maptile *m = op->map;
1915 1767
1916 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1917 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1918 */ 1770 */
1919 1771
1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1921 { 1773 {
1922 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1923 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1924 * we don't need to check all of them. 1776 * we don't need to check all of them.
1925 */ 1777 */
1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 { 1797 {
1946 1798
1947 float 1799 float
1948 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1949 1801
1950 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1953 diff /= 4.0; 1805 diff /= 4.0;
1980/* 1832/*
1981 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1982 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1983 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1984 */ 1836 */
1985
1986object * 1837object *
1987present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1988{ 1839{
1989 object *
1990 tmp;
1991
1992 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
1993 { 1841 {
1994 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1995 return NULL; 1843 return NULL;
1996 } 1844 }
1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845
1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1998 if (tmp->arch == at) 1847 if (tmp->arch == at)
1999 return tmp; 1848 return tmp;
1849
2000 return NULL; 1850 return NULL;
2001} 1851}
2002 1852
2003/* 1853/*
2004 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2005 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2007 */ 1857 */
2008
2009object * 1858object *
2010present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
2011{ 1860{
2012 object *
2013 tmp;
2014
2015 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
2016 { 1862 {
2017 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2018 return NULL; 1864 return NULL;
2019 } 1865 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->type == type) 1868 if (tmp->type == type)
2022 return tmp; 1869 return tmp;
1870
2023 return NULL; 1871 return NULL;
2024} 1872}
2025 1873
2026/* 1874/*
2027 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2028 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2030 */ 1878 */
2031
2032object * 1879object *
2033present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
2034{ 1881{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->type == type) 1883 if (tmp->type == type)
2040 return tmp; 1884 return tmp;
1885
2041 return NULL; 1886 return NULL;
2042} 1887}
2043 1888
2044/* 1889/*
2045 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2053 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2054 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2055 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2056 * to be unique. 1901 * to be unique.
2057 */ 1902 */
2058
2059object * 1903object *
2060present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2061{ 1905{
2062 object *
2063 tmp;
2064
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 {
2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2068 return tmp; 1908 return tmp;
2069 } 1909
2070 return NULL; 1910 return 0;
2071} 1911}
2072 1912
2073/* 1913/*
2074 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2075 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2077 */ 1917 */
2078
2079object * 1918object *
2080present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2081{ 1920{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->arch == at) 1922 if (tmp->arch == at)
2087 return tmp; 1923 return tmp;
1924
2088 return NULL; 1925 return NULL;
2089} 1926}
2090 1927
2091/* 1928/*
2092 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2093 */ 1930 */
2094void 1931void
2095flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2096{ 1933{
2097 object *
2098 tmp;
2099
2100 if (op->inv) 1934 if (op->inv)
2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2102 { 1936 {
2103 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2104 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2105 } 1939 }
2106} /* 1940}
1941
1942/*
2107 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2108 */ 1944 */
2109void 1945void
2110unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2111{ 1947{
2112 object *
2113 tmp;
2114
2115 if (op->inv) 1948 if (op->inv)
2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2117 { 1950 {
2118 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2119 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2120 } 1953 }
2121} 1954}
2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2125 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2126 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2127 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2128 */ 1961 */
2129
2130void 1962void
2131set_cheat (object *op) 1963set_cheat (object *op)
2132{ 1964{
2133 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2134 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2153 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2154 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2155 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2156 * customized, changed states, etc. 1988 * customized, changed states, etc.
2157 */ 1989 */
2158
2159int 1990int
2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{ 1992{
2162 int
2163 i,
2164 index = 0, flag; 1993 int index = 0, flag;
2165 static int
2166 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2167 1995
2168 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2169 { 1997 {
2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2171 if (!flag) 1999 if (!flag)
2172 altern[index++] = i; 2000 altern [index++] = i;
2173 2001
2174 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2175 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2176 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2177 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2178 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2179 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2180 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2181 */ 2009 */
2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2183 stop = maxfree[i]; 2011 stop = maxfree[i];
2184 } 2012 }
2013
2185 if (!index) 2014 if (!index)
2186 return -1; 2015 return -1;
2016
2187 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2188} 2018}
2189 2019
2190/* 2020/*
2191 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2192 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2193 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2194 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2195 */ 2025 */
2196
2197int 2026int
2198find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{ 2028{
2200 int
2201 i;
2202
2203 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2204 {
2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2206 return i; 2031 return i;
2207 } 2032
2208 return -1; 2033 return -1;
2209} 2034}
2210 2035
2211/* 2036/*
2212 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2213 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2214 */ 2040 */
2215static void 2041static void
2216permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2217{ 2043{
2218 int 2044 arr += begin;
2219 i,
2220 j,
2221 tmp,
2222 len;
2223
2224 len = end - begin; 2045 end -= begin;
2225 for (i = begin; i < end; i++)
2226 {
2227 j = begin + RANDOM () % len;
2228 2046
2229 tmp = arr[i]; 2047 while (--end)
2230 arr[i] = arr[j]; 2048 swap (arr [end], arr [rndm (end + 1)]);
2231 arr[j] = tmp;
2232 }
2233} 2049}
2234 2050
2235/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2236 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2237 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2240 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2241 */ 2057 */
2242void 2058void
2243get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2244{ 2060{
2245 int 2061 int i;
2246 i;
2247 2062
2248 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2250 search_arr[i] = i; 2064 search_arr[i] = i;
2251 }
2252 2065
2253 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2256} 2069}
2265 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2266 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2267 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2268 * there is capable of. 2081 * there is capable of.
2269 */ 2082 */
2270
2271int 2083int
2272find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2273{ 2085{
2274 int
2275 i,
2276 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2277 2087
2278 sint16 nx, ny; 2088 sint16 nx, ny;
2279 object * 2089 object *tmp;
2280 tmp;
2281 maptile * 2090 maptile *mp;
2282 mp;
2283 2091
2284 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2285 2093
2286 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2287 { 2095 {
2299 mp = m; 2107 mp = m;
2300 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2301 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2302 2110
2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2304 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2305 {
2306 max = maxfree[i]; 2114 max = maxfree[i];
2307 }
2308 else 2115 else
2309 { 2116 {
2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2311 2120
2312 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2313 {
2314 max = maxfree[i]; 2122 max = maxfree[i];
2315 }
2316 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2317 { 2124 {
2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2319 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2322 break; 2128 break;
2323 } 2129
2324 }
2325 if (tmp) 2130 if (tmp)
2326 {
2327 return freedir[i]; 2131 return freedir[i];
2328 }
2329 } 2132 }
2330 } 2133 }
2331 } 2134 }
2135
2332 return 0; 2136 return 0;
2333} 2137}
2334 2138
2335/* 2139/*
2336 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2337 * distance between the two given objects. 2141 * distance between the two given objects.
2338 */ 2142 */
2339
2340int 2143int
2341distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2342{ 2145{
2343 int
2344 i;
2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2347 return i;
2348} 2147}
2349 2148
2350/* 2149/*
2351 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2352 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2353 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2354 */ 2153 */
2355
2356int 2154int
2357find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2358{ 2156{
2359 int 2157 int q;
2360 q;
2361 2158
2362 if (y) 2159 if (y)
2363 q = x * 100 / y; 2160 q = x * 100 / y;
2364 else if (x) 2161 else if (x)
2365 q = -300 * x; 2162 q = -300 * x;
2390 2187
2391 return 3; 2188 return 3;
2392} 2189}
2393 2190
2394/* 2191/*
2395 * absdir(int): Returns a number between 1 and 8, which represent
2396 * the "absolute" direction of a number (it actually takes care of
2397 * "overflow" in previous calculations of a direction).
2398 */
2399
2400int
2401absdir (int d)
2402{
2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2407 return d;
2408}
2409
2410/*
2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2412 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2413 */ 2194 */
2414
2415int 2195int
2416dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2417{ 2197{
2418 int 2198 int d;
2419 d;
2420 2199
2421 d = abs (dir1 - dir2); 2200 d = abs (dir1 - dir2);
2422 if (d > 4) 2201 if (d > 4)
2423 d = 8 - d; 2202 d = 8 - d;
2203
2424 return d; 2204 return d;
2425} 2205}
2426 2206
2427/* peterm: 2207/* peterm:
2428 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2431 * This basically means that if direction is 15, then it could either go 2211 * This basically means that if direction is 15, then it could either go
2432 * direction 4, 14, or 16 to get back to where we are. 2212 * direction 4, 14, or 16 to get back to where we are.
2433 * Moved from spell_util.c to object.c with the other related direction 2213 * Moved from spell_util.c to object.c with the other related direction
2434 * functions. 2214 * functions.
2435 */ 2215 */
2436
2437int
2438 reduction_dir[SIZEOFFREE][3] = { 2216int reduction_dir[SIZEOFFREE][3] = {
2439 {0, 0, 0}, /* 0 */ 2217 {0, 0, 0}, /* 0 */
2440 {0, 0, 0}, /* 1 */ 2218 {0, 0, 0}, /* 1 */
2441 {0, 0, 0}, /* 2 */ 2219 {0, 0, 0}, /* 2 */
2442 {0, 0, 0}, /* 3 */ 2220 {0, 0, 0}, /* 3 */
2443 {0, 0, 0}, /* 4 */ 2221 {0, 0, 0}, /* 4 */
2491 * find a path to that monster that we found. If not, 2269 * find a path to that monster that we found. If not,
2492 * we don't bother going toward it. Returns 1 if we 2270 * we don't bother going toward it. Returns 1 if we
2493 * can see a direct way to get it 2271 * can see a direct way to get it
2494 * Modified to be map tile aware -.MSW 2272 * Modified to be map tile aware -.MSW
2495 */ 2273 */
2496
2497
2498int 2274int
2499can_see_monsterP (maptile *m, int x, int y, int dir) 2275can_see_monsterP (maptile *m, int x, int y, int dir)
2500{ 2276{
2501 sint16 dx, dy; 2277 sint16 dx, dy;
2502 int
2503 mflags; 2278 int mflags;
2504 2279
2505 if (dir < 0) 2280 if (dir < 0)
2506 return 0; /* exit condition: invalid direction */ 2281 return 0; /* exit condition: invalid direction */
2507 2282
2508 dx = x + freearr_x[dir]; 2283 dx = x + freearr_x[dir];
2521 return 0; 2296 return 0;
2522 2297
2523 /* yes, can see. */ 2298 /* yes, can see. */
2524 if (dir < 9) 2299 if (dir < 9)
2525 return 1; 2300 return 1;
2301
2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2302 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2303 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2304 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2528} 2305}
2529
2530
2531 2306
2532/* 2307/*
2533 * can_pick(picker, item): finds out if an object is possible to be 2308 * can_pick(picker, item): finds out if an object is possible to be
2534 * picked up by the picker. Returnes 1 if it can be 2309 * picked up by the picker. Returnes 1 if it can be
2535 * picked up, otherwise 0. 2310 * picked up, otherwise 0.
2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2321 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2322 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2323 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2549} 2324}
2550 2325
2551
2552/* 2326/*
2553 * create clone from object to another 2327 * create clone from object to another
2554 */ 2328 */
2555object * 2329object *
2556object_create_clone (object *asrc) 2330object_create_clone (object *asrc)
2557{ 2331{
2558 object *
2559 dst = NULL, *tmp, *src, *part, *prev, *item; 2332 object *dst = 0, *tmp, *src, *part, *prev, *item;
2560 2333
2561 if (!asrc) 2334 if (!asrc)
2562 return NULL; 2335 return 0;
2336
2563 src = asrc; 2337 src = asrc;
2564 if (src->head) 2338 if (src->head)
2565 src = src->head; 2339 src = src->head;
2566 2340
2567 prev = NULL; 2341 prev = 0;
2568 for (part = src; part; part = part->more) 2342 for (part = src; part; part = part->more)
2569 { 2343 {
2570 tmp = get_object (); 2344 tmp = part->clone ();
2571 copy_object (part, tmp);
2572 tmp->x -= src->x; 2345 tmp->x -= src->x;
2573 tmp->y -= src->y; 2346 tmp->y -= src->y;
2347
2574 if (!part->head) 2348 if (!part->head)
2575 { 2349 {
2576 dst = tmp; 2350 dst = tmp;
2577 tmp->head = NULL; 2351 tmp->head = 0;
2578 } 2352 }
2579 else 2353 else
2580 {
2581 tmp->head = dst; 2354 tmp->head = dst;
2582 } 2355
2583 tmp->more = NULL; 2356 tmp->more = 0;
2357
2584 if (prev) 2358 if (prev)
2585 prev->more = tmp; 2359 prev->more = tmp;
2360
2586 prev = tmp; 2361 prev = tmp;
2587 } 2362 }
2588 2363
2589 for (item = src->inv; item; item = item->below) 2364 for (item = src->inv; item; item = item->below)
2590 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2591 2366
2592 return dst; 2367 return dst;
2593}
2594
2595/* GROS - Creates an object using a string representing its content. */
2596/* Basically, we save the content of the string to a temp file, then call */
2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2598/* but it was simple to make and allows reusing the load_object function. */
2599/* Remember not to use load_object_str in a time-critical situation. */
2600/* Also remember that multiparts objects are not supported for now. */
2601
2602object *
2603load_object_str (const char *obstr)
2604{
2605 object *op;
2606 char filename[MAX_BUF];
2607
2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2609
2610 FILE *tempfile = fopen (filename, "w");
2611
2612 if (tempfile == NULL)
2613 {
2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2615 return NULL;
2616 }
2617
2618 fprintf (tempfile, obstr);
2619 fclose (tempfile);
2620
2621 op = get_object ();
2622
2623 object_thawer thawer (filename);
2624
2625 if (thawer)
2626 load_object (thawer, op, 0);
2627
2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2629 CLEAR_FLAG (op, FLAG_REMOVED);
2630
2631 return op;
2632} 2368}
2633 2369
2634/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2635 * has the same type and subtype match. 2371 * has the same type and subtype match.
2636 * returns NULL if no match. 2372 * returns NULL if no match.
2637 */ 2373 */
2638object * 2374object *
2639find_obj_by_type_subtype (const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2640{ 2376{
2641 object *tmp;
2642
2643 for (tmp = who->inv; tmp; tmp = tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2644 if (tmp->type == type && tmp->subtype == subtype) 2378 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp; 2379 return tmp;
2646 2380
2647 return NULL; 2381 return 0;
2648} 2382}
2649 2383
2650/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2651 * otherwise return NULL. 2385 * otherwise return NULL.
2652 * 2386 *
2654 * do the desired thing. 2388 * do the desired thing.
2655 */ 2389 */
2656key_value * 2390key_value *
2657get_ob_key_link (const object *ob, const char *key) 2391get_ob_key_link (const object *ob, const char *key)
2658{ 2392{
2659 key_value *link;
2660
2661 for (link = ob->key_values; link != NULL; link = link->next) 2393 for (key_value *link = ob->key_values; link; link = link->next)
2662 if (link->key == key) 2394 if (link->key == key)
2663 return link; 2395 return link;
2664 2396
2665 return NULL; 2397 return 0;
2666} 2398}
2667 2399
2668/* 2400/*
2669 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2670 * 2402 *
2695 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2696 return link->value; 2428 return link->value;
2697 2429
2698 return 0; 2430 return 0;
2699} 2431}
2700
2701 2432
2702/* 2433/*
2703 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2704 * 2435 *
2705 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2710 * Returns TRUE on success. 2441 * Returns TRUE on success.
2711 */ 2442 */
2712int 2443int
2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{ 2445{
2715 key_value *
2716 field = NULL, *last = NULL; 2446 key_value *field = NULL, *last = NULL;
2717 2447
2718 for (field = op->key_values; field != NULL; field = field->next) 2448 for (field = op->key_values; field != NULL; field = field->next)
2719 { 2449 {
2720 if (field->key != canonical_key) 2450 if (field->key != canonical_key)
2721 { 2451 {
2749 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2750 2480
2751 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2752 2482
2753 if (!add_key) 2483 if (!add_key)
2754 {
2755 return FALSE; 2484 return FALSE;
2756 } 2485
2757 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2758 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2759 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2760 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2761 * should pass in "" 2490 * should pass in ""
2810 } 2539 }
2811 else 2540 else
2812 item = item->env; 2541 item = item->env;
2813} 2542}
2814 2543
2544
2545const char *
2546object::flag_desc (char *desc, int len) const
2547{
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571}
2572
2815// return a suitable string describing an objetc in enough detail to find it 2573// return a suitable string describing an object in enough detail to find it
2816const char * 2574const char *
2817object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2818{ 2576{
2577 char flagdesc[512];
2819 char info2[256 * 3]; 2578 char info2[256 * 4];
2820 char *p = info; 2579 char *p = info;
2821 2580
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2823 count, 2582 count, uuid.seq,
2824 &name, 2583 &name,
2825 title ? " " : "", 2584 title ? "\",title:\"" : "",
2826 title ? (const char *)title : ""); 2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2827 2587
2828 if (env) 2588 if (env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830 2590
2831 if (map) 2591 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2592 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2833 2593
2834 return info; 2594 return info;
2835} 2595}
2836 2596
2837const char * 2597const char *
2838object::debug_desc () const 2598object::debug_desc () const
2839{ 2599{
2840 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2841 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2842} 2604}
2843 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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