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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 1.140 by root, Tue Apr 24 12:32:14 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:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
377 */ 361 */
378
379char * 362char *
380dump_object (object *op) 363dump_object (object *op)
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 op->write (freezer);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
408} 391}
409 392
410/* 393/*
411 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
412 */ 395 */
413
414object * 396object *
415find_object (tag_t i) 397find_object (tag_t i)
416{ 398{
417 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
418 if (op->count == i) 400 if (op->count == i)
419 return op; 401 return op;
420 402
421 return 0; 403 return 0;
422} 404}
423 405
424/* 406/*
425 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
428 */ 410 */
429
430object * 411object *
431find_object_name (const char *str) 412find_object_name (const char *str)
432{ 413{
433 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
434 object *op; 415 object *op;
435 416
436 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
437 if (op->name == str_) 418 if (op->name == str_)
438 break; 419 break;
439 420
440 return op; 421 return op;
441} 422}
473 * refcounts and freeing the links. 454 * refcounts and freeing the links.
474 */ 455 */
475static void 456static void
476free_key_values (object *op) 457free_key_values (object *op)
477{ 458{
478 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
479 { 460 {
480 key_value *next = i->next; 461 key_value *next = i->next;
481 delete i; 462 delete i;
482 463
483 i = next; 464 i = next;
484 } 465 }
485 466
486 op->key_values = 0; 467 op->key_values = 0;
487} 468}
488 469
489void object::clear () 470object &
471object::operator =(const object &src)
490{ 472{
491 attachable_base::clear (); 473 bool is_freed = flag [FLAG_FREED];
474 bool is_removed = flag [FLAG_REMOVED];
492 475
493 free_key_values (this); 476 *(object_copy *)this = src;
494 477
495 owner = 0; 478 flag [FLAG_FREED] = is_freed;
496 name = 0; 479 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;
563 480
564 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
565 if (op2->key_values) 482 if (src.key_values)
566 { 483 {
567 key_value *tail = 0; 484 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 485 key_values = 0;
571 486
572 for (i = op2->key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
573 { 488 {
574 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
575 490
576 new_link->next = 0; 491 new_link->next = 0;
577 new_link->key = i->key; 492 new_link->key = i->key;
578 new_link->value = i->value; 493 new_link->value = i->value;
579 494
580 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
581 if (!op->key_values) 496 if (!key_values)
582 { 497 {
583 op->key_values = new_link; 498 key_values = new_link;
584 tail = new_link; 499 tail = new_link;
585 } 500 }
586 else 501 else
587 { 502 {
588 tail->next = new_link; 503 tail->next = new_link;
589 tail = new_link; 504 tail = new_link;
590 } 505 }
591 } 506 }
592 } 507 }
508}
593 509
594 update_ob_speed (op); 510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525
526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
545}
546
547object *
548object::clone ()
549{
550 object *neu = create ();
551 copy_to (neu);
552 return neu;
595} 553}
596 554
597/* 555/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 556 * 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 557 * 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. 558 * be called to update the face variable, _and_ how it looks on the map.
601 */ 559 */
602
603void 560void
604update_turn_face (object *op) 561update_turn_face (object *op)
605{ 562{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 563 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 564 return;
565
608 SET_ANIMATION (op, op->direction); 566 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 567 update_object (op, UP_OBJ_FACE);
610} 568}
611 569
612/* 570/*
613 * Updates the speed of an object. If the speed changes from 0 to another 571 * 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. 572 * 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. 573 * This function needs to be called whenever the speed of an object changes.
616 */ 574 */
617void 575void
618update_ob_speed (object *op) 576object::set_speed (float speed)
619{ 577{
620 extern int arch_init; 578 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 { 579 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 581 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 582 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 583
645 /* process_events() expects us to insert the object at the beginning 584 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 585
649 if (op->active_next != NULL) 586 if (has_active_speed ())
650 op->active_next->active_prev = op; 587 activate ();
651
652 active_objects = op;
653 }
654 else 588 else
655 { 589 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} 590}
679 591
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/* 592/*
712 * update_object() updates the array which represents the map. 593 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 595 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 596 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 597 * 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 598 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 599 * updating that window, though, since update_object() is called _often_)
719 * 600 *
720 * action is a hint of what the caller believes need to be done. 601 * 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: 602 * current action are:
726 * UP_OBJ_INSERT: op was inserted 603 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 604 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 605 * 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. 606 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
731 */ 608 */
732
733void 609void
734update_object (object *op, int action) 610update_object (object *op, int action)
735{ 611{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 612 if (op == NULL)
740 { 613 {
741 /* this should never happen */ 614 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 616 return;
744 } 617 }
745 618
746 if (op->env != NULL) 619 if (op->env)
747 { 620 {
748 /* Animation is currently handled by client, so nothing 621 /* Animation is currently handled by client, so nothing
749 * to do in this case. 622 * to do in this case.
750 */ 623 */
751 return; 624 return;
756 */ 629 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 630 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 631 return;
759 632
760 /* make sure the object is within map boundaries */ 633 /* 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)) 634 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 635 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 636 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 637#ifdef MANY_CORES
765 abort (); 638 abort ();
766#endif 639#endif
767 return; 640 return;
768 } 641 }
769 642
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 643 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);
776 644
645 if (!(m.flags_ & P_UPTODATE))
646 /* nop */;
777 if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
778 { 648 {
649 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 650 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)) 651 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 652 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 653 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
654 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 655 || (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) 656 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 657 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 658 || (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 659 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 660 * to have move_allow right now.
802 */ 661 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 662 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 664 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 665 }
809 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 668 * that is being removed.
812 */ 669 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 671 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
817 else 674 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 676
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) 677 if (op->more)
827 update_object (op->more, action); 678 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} 679}
845 680
846object::object () 681object::object ()
847{ 682{
848 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
851 face = blank_face; 686 face = blank_face;
852} 687}
853 688
854object::~object () 689object::~object ()
855{ 690{
691 unlink ();
692
856 free_key_values (this); 693 free_key_values (this);
857} 694}
858 695
696static int object_count;
697
859void object::link () 698void object::link ()
860{ 699{
861 count = ++ob_count; 700 assert (!index);//D
862 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
863 703
864 prev = 0; 704 refcnt_inc ();
865 next = object::first; 705 objects.insert (this);
866
867 if (object::first)
868 object::first->prev = this;
869
870 object::first = this;
871} 706}
872 707
873void object::unlink () 708void object::unlink ()
874{ 709{
875 if (this == object::first) 710 if (!index)
876 object::first = next; 711 return;
877 712
878 /* Remove this object from the list of used objects */ 713 objects.erase (this);
879 if (prev) prev->next = next; 714 refcnt_dec ();
880 if (next) next->prev = prev; 715}
881 716
882 prev = 0; 717void
883 next = 0; 718object::activate ()
719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
724 if (has_active_speed ())
725 actives.insert (this);
726}
727
728void
729object::activate_recursive ()
730{
731 activate ();
732
733 for (object *op = inv; op; op = op->below)
734 op->activate_recursive ();
735}
736
737/* This function removes object 'op' from the list of active
738 * objects.
739 * This should only be used for style maps or other such
740 * reference maps where you don't want an object that isn't
741 * in play chewing up cpu time getting processed.
742 * The reverse of this is to call update_ob_speed, which
743 * will do the right thing based on the speed of the object.
744 */
745void
746object::deactivate ()
747{
748 /* If not on the active list, nothing needs to be done */
749 if (!active)
750 return;
751
752 actives.erase (this);
753}
754
755void
756object::deactivate_recursive ()
757{
758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
761 deactivate ();
762}
763
764void
765object::set_flag_inv (int flag, int value)
766{
767 for (object *op = inv; op; op = op->below)
768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
772}
773
774/*
775 * Remove and free all objects in the inventory of the given object.
776 * object.c ?
777 */
778void
779object::destroy_inv (bool drop_to_ground)
780{
781 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory,
785 // cf will crash below with off-map x and y
786 if (!inv)
787 return;
788
789 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects
791 * drop on that space.
792 */
793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy ();
818 else
819 map->insert (op, x, y);
820 }
821 }
884} 822}
885 823
886object *object::create () 824object *object::create ()
887{ 825{
888 object *op = new object; 826 object *op = new object;
889 op->link (); 827 op->link ();
890 return op; 828 return op;
891} 829}
892 830
893/* 831void
894 * free_object() frees everything allocated by an object, removes 832object::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{ 833{
905 if (QUERY_FLAG (this, FLAG_FREED)) 834 attachable::do_destroy ();
906 return;
907 835
908 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 836 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this);
838
839 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 840 remove_friendly_object (this);
910 841
911 if (!QUERY_FLAG (this, FLAG_REMOVED)) 842 if (!flag [FLAG_REMOVED])
912 remove_ob (this); 843 remove ();
913 844
914 SET_FLAG (this, FLAG_FREED); 845 destroy_inv (true);
915 846
916 if (more) 847 deactivate ();
917 { 848 unlink ();
918 more->destroy (destroy_inventory);
919 more = 0;
920 }
921 849
922 if (inv) 850 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 }
963 851
964 // hack to ensure that freed objects still have a valid map 852 // hack to ensure that freed objects still have a valid map
965 { 853 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes 854 static maptile *freed_map; // freed objects are moved here to avoid crashes
967 855
971 859
972 freed_map->name = "/internal/freed_objects_map"; 860 freed_map->name = "/internal/freed_objects_map";
973 freed_map->width = 3; 861 freed_map->width = 3;
974 freed_map->height = 3; 862 freed_map->height = 3;
975 863
976 freed_map->allocate (); 864 freed_map->alloc ();
865 freed_map->in_memory = MAP_IN_MEMORY;
977 } 866 }
978 867
979 map = freed_map; 868 map = freed_map;
980 x = 1; 869 x = 1;
981 y = 1; 870 y = 1;
982 } 871 }
983 872
873 head = 0;
874
875 if (more)
876 {
877 more->destroy ();
878 more = 0;
879 }
880
984 // clear those pointers that likely might have circular references to us 881 // clear those pointers that likely might have circular references to us
985 owner = 0; 882 owner = 0;
986 enemy = 0; 883 enemy = 0;
987 attacked_by = 0; 884 attacked_by = 0;
885}
988 886
989 // only relevant for players(?), but make sure of it anyways 887void
990 contr = 0; 888object::destroy (bool destroy_inventory)
889{
890 if (destroyed ())
891 return;
991 892
992 /* Remove object from the active list */ 893 if (destroy_inventory)
993 speed = 0; 894 destroy_inv (false);
994 update_ob_speed (this);
995 895
996 unlink (); 896 attachable::destroy ();
997
998 mortals.push_back (this);
999} 897}
1000 898
1001/* 899/*
1002 * sub_weight() recursively (outwards) subtracts a number from the 900 * sub_weight() recursively (outwards) subtracts a number from the
1003 * weight of an object (and what is carried by it's environment(s)). 901 * weight of an object (and what is carried by it's environment(s)).
1004 */ 902 */
1005
1006void 903void
1007sub_weight (object *op, signed long weight) 904sub_weight (object *op, signed long weight)
1008{ 905{
1009 while (op != NULL) 906 while (op != NULL)
1010 { 907 {
1014 op->carrying -= weight; 911 op->carrying -= weight;
1015 op = op->env; 912 op = op->env;
1016 } 913 }
1017} 914}
1018 915
1019/* remove_ob(op): 916/* op->remove ():
1020 * This function removes the object op from the linked list of objects 917 * 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 918 * which it is currently tied to. When this function is done, the
1022 * object will have no environment. If the object previously had an 919 * object will have no environment. If the object previously had an
1023 * environment, the x and y coordinates will be updated to 920 * environment, the x and y coordinates will be updated to
1024 * the previous environment. 921 * the previous environment.
1025 * Beware: This function is called from the editor as well!
1026 */ 922 */
1027
1028void 923void
1029remove_ob (object *op) 924object::do_remove ()
1030{ 925{
1031 object *tmp, *last = 0; 926 object *tmp, *last = 0;
1032 object *otmp; 927 object *otmp;
1033 928
1034 int check_walk_off;
1035 maptile *m;
1036
1037 sint16 x, y;
1038
1039 if (QUERY_FLAG (op, FLAG_REMOVED)) 929 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 930 return;
1041 931
1042 SET_FLAG (op, FLAG_REMOVED); 932 SET_FLAG (this, FLAG_REMOVED);
933 INVOKE_OBJECT (REMOVE, this);
1043 934
1044 if (op->more != NULL) 935 if (more)
1045 remove_ob (op->more); 936 more->remove ();
1046 937
1047 /* 938 /*
1048 * In this case, the object to be removed is in someones 939 * In this case, the object to be removed is in someones
1049 * inventory. 940 * inventory.
1050 */ 941 */
1051 if (op->env != NULL) 942 if (env)
1052 { 943 {
1053 if (op->nrof) 944 if (nrof)
1054 sub_weight (op->env, op->weight * op->nrof); 945 sub_weight (env, weight * nrof);
1055 else 946 else
1056 sub_weight (op->env, op->weight + op->carrying); 947 sub_weight (env, weight + carrying);
1057 948
1058 /* NO_FIX_PLAYER is set when a great many changes are being 949 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 950 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 951 * to save cpu time.
1061 */ 952 */
1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 953 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 954 otmp->update_stats ();
1064 955
1065 if (op->above != NULL) 956 if (above)
1066 op->above->below = op->below; 957 above->below = below;
1067 else 958 else
1068 op->env->inv = op->below; 959 env->inv = below;
1069 960
1070 if (op->below != NULL) 961 if (below)
1071 op->below->above = op->above; 962 below->above = above;
1072 963
1073 /* we set up values so that it could be inserted into 964 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 965 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 966 * to the caller to decide what we want to do.
1076 */ 967 */
1077 op->x = op->env->x, op->y = op->env->y; 968 x = env->x, y = env->y;
1078 op->map = op->env->map; 969 map = env->map;
1079 op->above = NULL, op->below = NULL; 970 above = 0, below = 0;
1080 op->env = NULL; 971 env = 0;
1081 } 972 }
1082 else if (op->map) 973 else if (map)
1083 { 974 {
1084 x = op->x; 975 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 } 976 {
977 // leaving a spot always closes any open container on the ground
978 if (container && !container->env)
979 // this causes spurious floorbox updates, but it ensures
980 // that the CLOSE event is being sent.
981 close_container ();
1098 982
1099 if (op->map != m) 983 --map->players;
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 984 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 */ 985 }
986
987 map->dirty = true;
988 mapspace &ms = this->ms ();
1106 989
1107 /* link the object above us */ 990 /* link the object above us */
1108 if (op->above) 991 if (above)
1109 op->above->below = op->below; 992 above->below = below;
1110 else 993 else
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 994 ms.top = below; /* we were top, set new top */
1112 995
1113 /* Relink the object below us, if there is one */ 996 /* Relink the object below us, if there is one */
1114 if (op->below) 997 if (below)
1115 op->below->above = op->above; 998 below->above = above;
1116 else 999 else
1117 { 1000 {
1118 /* Nothing below, which means we need to relink map object for this space 1001 /* 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 1002 * use translated coordinates in case some oddness with map tiling is
1120 * evident 1003 * evident
1121 */ 1004 */
1122 if (GET_MAP_OB (m, x, y) != op) 1005 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); 1006 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); 1007
1128 dump = dump_object (GET_MAP_OB (m, x, y)); 1008 ms.bot = above; /* goes on above it. */
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 } 1009 }
1132 1010
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1134 }
1135
1136 op->above = 0; 1011 above = 0;
1137 op->below = 0; 1012 below = 0;
1138 1013
1139 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1140 return; 1015 return;
1141 1016
1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1143 1018
1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = ms.bot; tmp; tmp = tmp->above)
1145 { 1020 {
1146 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1147 * being removed. 1022 * being removed.
1148 */ 1023 */
1149 1024
1150 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1151 { 1026 {
1152 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1153 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1154 * appropriately. 1029 * appropriately.
1155 */ 1030 */
1156 if (tmp->container == op) 1031 if (tmp->container == this)
1157 { 1032 {
1158 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1159 tmp->container = NULL; 1034 tmp->container = 0;
1160 } 1035 }
1161 1036
1162 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1163 } 1039 }
1164 1040
1165 /* See if player moving off should effect something */ 1041 /* See if object moving off should effect something */
1166 if (check_walk_off 1042 if (check_walk_off
1167 && ((op->move_type & tmp->move_off) 1043 && ((move_type & tmp->move_off)
1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 { 1045 {
1170 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1171 1047
1172 if (op->destroyed ()) 1048 if (destroyed ())
1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1174 } 1050 }
1175 1051
1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1177 1053 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1178 if (tmp->above == tmp) 1054 if (tmp->above == tmp)
1179 tmp->above = NULL; 1055 tmp->above = 0;
1180 1056
1181 last = tmp; 1057 last = tmp;
1182 } 1058 }
1183 1059
1184 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL if there are no objects on this space */
1061 //TODO: this makes little sense, why only update the topmost object?
1185 if (last == NULL) 1062 if (!last)
1186 { 1063 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 1064 else
1196 update_object (last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1197 1066
1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (op->map, op->x, op->y); 1068 update_all_los (map, x, y);
1200 } 1069 }
1201} 1070}
1202 1071
1203/* 1072/*
1204 * merge_ob(op,top): 1073 * merge_ob(op,top):
1212merge_ob (object *op, object *top) 1081merge_ob (object *op, object *top)
1213{ 1082{
1214 if (!op->nrof) 1083 if (!op->nrof)
1215 return 0; 1084 return 0;
1216 1085
1217 if (top == NULL) 1086 if (top)
1218 for (top = op; top != NULL && top->above != NULL; top = top->above); 1087 for (top = op; top && top->above; top = top->above)
1088 ;
1219 1089
1220 for (; top != NULL; top = top->below) 1090 for (; top; top = top->below)
1221 { 1091 {
1222 if (top == op) 1092 if (top == op)
1223 continue; 1093 continue;
1224 if (CAN_MERGE (op, top)) 1094
1095 if (object::can_merge (op, top))
1225 { 1096 {
1226 top->nrof += op->nrof; 1097 top->nrof += op->nrof;
1227 1098
1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1229 op->weight = 0; /* Don't want any adjustements now */ 1100 op->weight = 0; /* Don't want any adjustements now */
1230 remove_ob (op); 1101 op->destroy ();
1231 free_object (op);
1232 return top; 1102 return top;
1233 } 1103 }
1234 } 1104 }
1235 1105
1236 return 0; 1106 return 0;
1237} 1107}
1238 1108
1109void
1110object::expand_tail ()
1111{
1112 if (more)
1113 return;
1114
1115 object *prev = this;
1116
1117 for (archetype *at = arch->more; at; at = at->more)
1118 {
1119 object *op = arch_to_object (at);
1120
1121 op->name = name;
1122 op->name_pl = name_pl;
1123 op->title = title;
1124
1125 op->head = this;
1126 prev->more = op;
1127
1128 prev = op;
1129 }
1130}
1131
1239/* 1132/*
1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241 * job preparing multi-part monsters 1134 * job preparing multi-part monsters.
1242 */ 1135 */
1243object * 1136object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1138{
1246 object *tmp;
1247
1248 if (op->head)
1249 op = op->head;
1250
1251 for (tmp = op; tmp; tmp = tmp->more) 1139 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 { 1140 {
1253 tmp->x = x + tmp->arch->clone.x; 1141 tmp->x = x + tmp->arch->clone.x;
1254 tmp->y = y + tmp->arch->clone.y; 1142 tmp->y = y + tmp->arch->clone.y;
1255 } 1143 }
1256 1144
1275 * Return value: 1163 * Return value:
1276 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1278 * just 'op' otherwise 1166 * just 'op' otherwise
1279 */ 1167 */
1280
1281object * 1168object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1170{
1171 assert (!op->flag [FLAG_FREED]);
1172
1284 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1285 sint16 x, y;
1286 1174
1287 if (QUERY_FLAG (op, FLAG_FREED)) 1175 op->remove ();
1288 {
1289 LOG (llevError, "Trying to insert freed object!\n");
1290 return NULL;
1291 }
1292 1176
1293 if (m == NULL) 1177#if 0
1294 { 1178 if (!m->active != !op->active)
1295 char *dump = dump_object (op); 1179 if (m->active)
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 op->activate_recursive ();
1297 free (dump); 1181 else
1298 return op; 1182 op->deactivate_recursive ();
1299 } 1183#endif
1300 1184
1301 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1302 { 1186 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1187 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1305#ifdef MANY_CORES 1188#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object 1189 /* 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 1190 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted. 1191 * improperly inserted.
1309 */ 1192 */
1310 abort (); 1193 abort ();
1311#endif 1194#endif
1312 free (dump);
1313 return op; 1195 return op;
1314 } 1196 }
1315 1197
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; 1198 if (object *more = op->more)
1329 1199 {
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) 1200 if (!insert_ob_in_map (more, m, originator, flag))
1346 { 1201 {
1347 if (!op->head) 1202 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1203 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349 1204
1350 return NULL; 1205 return 0;
1351 } 1206 }
1352 } 1207 }
1353 1208
1354 CLEAR_FLAG (op, FLAG_REMOVED); 1209 CLEAR_FLAG (op, FLAG_REMOVED);
1355 1210
1356 /* Ideally, the caller figures this out. However, it complicates a lot 1211 /* 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 1212 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work 1213 * need extra work
1359 */ 1214 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y); 1215 if (!xy_normalise (m, op->x, op->y))
1361 x = op->x; 1216 return 0;
1362 y = op->y; 1217
1218 op->map = m;
1219 mapspace &ms = op->ms ();
1363 1220
1364 /* this has to be done after we translate the coordinates. 1221 /* this has to be done after we translate the coordinates.
1365 */ 1222 */
1366 if (op->nrof && !(flag & INS_NO_MERGE)) 1223 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1224 for (tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp)) 1225 if (object::can_merge (op, tmp))
1369 { 1226 {
1370 op->nrof += tmp->nrof; 1227 op->nrof += tmp->nrof;
1371 remove_ob (tmp); 1228 tmp->destroy ();
1372 free_object (tmp);
1373 } 1229 }
1374 1230
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1231 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1232 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377 1233
1390 op->below = originator->below; 1246 op->below = originator->below;
1391 1247
1392 if (op->below) 1248 if (op->below)
1393 op->below->above = op; 1249 op->below->above = op;
1394 else 1250 else
1395 SET_MAP_OB (op->map, op->x, op->y, op); 1251 ms.bot = op;
1396 1252
1397 /* since *below* originator, no need to update top */ 1253 /* since *below* originator, no need to update top */
1398 originator->below = op; 1254 originator->below = op;
1399 } 1255 }
1400 else 1256 else
1401 { 1257 {
1258 top = ms.bot;
1259
1402 /* If there are other objects, then */ 1260 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1261 if ((!(flag & INS_MAP_LOAD)) && top)
1404 { 1262 {
1405 object *last = NULL; 1263 object *last = 0;
1406 1264
1407 /* 1265 /*
1408 * If there are multiple objects on this space, we do some trickier handling. 1266 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate. 1267 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if 1268 * 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 1272 * 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 1273 * 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 1274 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects. 1275 * that flying non pickable objects are spell objects.
1418 */ 1276 */
1419 1277 for (top = ms.bot; top; top = top->above)
1420 while (top != NULL)
1421 { 1278 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1279 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1423 floor = top; 1280 floor = top;
1424 1281
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1282 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; 1285 top = top->below;
1429 break; 1286 break;
1430 } 1287 }
1431 1288
1432 last = top; 1289 last = top;
1433 top = top->above;
1434 } 1290 }
1435 1291
1436 /* Don't want top to be NULL, so set it to the last valid object */ 1292 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last; 1293 top = last;
1438 1294
1440 * looks like instead of lots of conditions here. 1296 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result. 1297 * makes things faster, and effectively the same result.
1442 */ 1298 */
1443 1299
1444 /* Have object 'fall below' other objects that block view. 1300 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66 1301 * Unless those objects are exits.
1446 * If INS_ON_TOP is used, don't do this processing 1302 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise 1303 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd. 1304 * stacking is a bit odd.
1449 */ 1305 */
1450 if (!(flag & INS_ON_TOP) && 1306 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)) 1307 && ms.flags () & P_BLOCKSVIEW
1308 && (op->face && !faces [op->face].visibility))
1452 { 1309 {
1453 for (last = top; last != floor; last = last->below) 1310 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1311 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break; 1312 break;
1313
1456 /* Check to see if we found the object that blocks view, 1314 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that 1315 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we 1316 * we can get inserted below this one, which requires we
1459 * set top to the object below us. 1317 * set top to the object below us.
1460 */ 1318 */
1462 top = last->below; 1320 top = last->below;
1463 } 1321 }
1464 } /* If objects on this space */ 1322 } /* If objects on this space */
1465 1323
1466 if (flag & INS_MAP_LOAD) 1324 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y); 1325 top = ms.top;
1468 1326
1469 if (flag & INS_ABOVE_FLOOR_ONLY) 1327 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor; 1328 top = floor;
1471 1329
1472 /* Top is the object that our object (op) is going to get inserted above. 1330 /* Top is the object that our object (op) is going to get inserted above.
1473 */ 1331 */
1474 1332
1475 /* First object on this space */ 1333 /* First object on this space */
1476 if (!top) 1334 if (!top)
1477 { 1335 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y); 1336 op->above = ms.bot;
1479 1337
1480 if (op->above) 1338 if (op->above)
1481 op->above->below = op; 1339 op->above->below = op;
1482 1340
1483 op->below = NULL; 1341 op->below = 0;
1484 SET_MAP_OB (op->map, op->x, op->y, op); 1342 ms.bot = op;
1485 } 1343 }
1486 else 1344 else
1487 { /* get inserted into the stack above top */ 1345 { /* get inserted into the stack above top */
1488 op->above = top->above; 1346 op->above = top->above;
1489 1347
1492 1350
1493 op->below = top; 1351 op->below = top;
1494 top->above = op; 1352 top->above = op;
1495 } 1353 }
1496 1354
1497 if (op->above == NULL) 1355 if (!op->above)
1498 SET_MAP_TOP (op->map, op->x, op->y, op); 1356 ms.top = op;
1499 } /* else not INS_BELOW_ORIGINATOR */ 1357 } /* else not INS_BELOW_ORIGINATOR */
1500 1358
1501 if (op->type == PLAYER) 1359 if (op->type == PLAYER)
1360 {
1502 op->contr->do_los = 1; 1361 op->contr->do_los = 1;
1362 ++op->map->players;
1363 op->map->touch ();
1364 }
1365
1366 op->map->dirty = true;
1503 1367
1504 /* If we have a floor, we know the player, if any, will be above 1368 /* 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. 1369 * it, so save a few ticks and start from there.
1506 */ 1370 */
1507 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = ms.player ())
1509 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1510 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1511 1375
1512 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really 1377 * 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 1378 * 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 1379 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_UPTODATE for spaces within this area
1519 * of effect may be sufficient. 1383 * of effect may be sufficient.
1520 */ 1384 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1522 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1523 1387
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1526 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1527 /* Don't know if moving this to the end will break anything. However, 1393 /* 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. 1394 * we want to have floorbox_update called before calling this.
1529 * 1395 *
1530 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object(). 1399 * update_object().
1535 1401
1536 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* 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) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1538 { 1404 {
1539 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1540 return NULL; 1406 return 0;
1541 1407
1542 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1543 * walk on's. 1409 * walk on's.
1544 */ 1410 */
1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1546 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1547 return NULL; 1413 return 0;
1548 } 1414 }
1549 1415
1550 return op; 1416 return op;
1551} 1417}
1552 1418
1553/* this function inserts an object in the map, but if it 1419/* 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. 1420 * 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. 1421 * op is the object to insert it under: supplies x and the map.
1556 */ 1422 */
1557void 1423void
1558replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1559{ 1425{
1560 object * 1426 object *tmp, *tmp1;
1561 tmp;
1562 object *
1563 tmp1;
1564 1427
1565 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1566 1429
1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1568 {
1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1570 { 1432 tmp->destroy ();
1571 remove_ob (tmp);
1572 free_object (tmp);
1573 }
1574 }
1575 1433
1576 tmp1 = arch_to_object (archetype::find (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1577 1435
1578 tmp1->x = op->x; 1436 tmp1->x = op->x;
1579 tmp1->y = op->y; 1437 tmp1->y = op->y;
1580 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 return where->map->insert (this, where->x, where->y, originator, flags);
1581} 1445}
1582 1446
1583/* 1447/*
1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * 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 1449 * is returned contains nr objects, and the remaining parts contains
1586 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1587 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1588 * global static errmsg array. 1452 * global static errmsg array.
1589 */ 1453 */
1590
1591object * 1454object *
1592get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1593{ 1456{
1594 object * 1457 object *newob;
1595 newob;
1596 int
1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1598 1459
1599 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1600 { 1461 {
1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1602 return NULL; 1463 return NULL;
1603 } 1464 }
1604 1465
1605 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1606 1467
1607 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1608 { 1469 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) 1470 else if (!is_removed)
1614 { 1471 {
1615 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1616 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 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 1489 * the amount of an object. If the amount reaches 0, the object
1633 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1634 * 1491 *
1635 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1636 */ 1493 */
1637
1638object * 1494object *
1639decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1640{ 1496{
1641 object *tmp; 1497 object *tmp;
1642 player *pl;
1643 1498
1644 if (i == 0) /* objects with op->nrof require this check */ 1499 if (i == 0) /* objects with op->nrof require this check */
1645 return op; 1500 return op;
1646 1501
1647 if (i > op->nrof) 1502 if (i > op->nrof)
1648 i = op->nrof; 1503 i = op->nrof;
1649 1504
1650 if (QUERY_FLAG (op, FLAG_REMOVED)) 1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i; 1506 op->nrof -= i;
1652 else if (op->env != NULL) 1507 else if (op->env)
1653 { 1508 {
1654 /* is this object in the players inventory, or sub container 1509 /* is this object in the players inventory, or sub container
1655 * therein? 1510 * therein?
1656 */ 1511 */
1657 tmp = is_player_inv (op->env); 1512 tmp = op->in_player ();
1658 /* nope. Is this a container the player has opened? 1513 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player. 1514 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly 1515 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map, 1516 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player. 1517 * and then searching the map for a player.
1663 */ 1518 */
1664 if (!tmp) 1519 if (!tmp)
1665 { 1520 for_all_players (pl)
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env) 1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1668 break; 1524 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 } 1525 }
1674 1526
1675 if (i < op->nrof) 1527 if (i < op->nrof)
1676 { 1528 {
1677 sub_weight (op->env, op->weight * i); 1529 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i; 1530 op->nrof -= i;
1679 if (tmp) 1531 if (tmp)
1680 {
1681 esrv_send_item (tmp, op); 1532 esrv_send_item (tmp, op);
1682 }
1683 } 1533 }
1684 else 1534 else
1685 { 1535 {
1686 remove_ob (op); 1536 op->remove ();
1687 op->nrof = 0; 1537 op->nrof = 0;
1688 if (tmp) 1538 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count); 1539 esrv_del_item (tmp->contr, op->count);
1691 }
1692 } 1540 }
1693 } 1541 }
1694 else 1542 else
1695 { 1543 {
1696 object *above = op->above; 1544 object *above = op->above;
1697 1545
1698 if (i < op->nrof) 1546 if (i < op->nrof)
1699 op->nrof -= i; 1547 op->nrof -= i;
1700 else 1548 else
1701 { 1549 {
1702 remove_ob (op); 1550 op->remove ();
1703 op->nrof = 0; 1551 op->nrof = 0;
1704 } 1552 }
1705 1553
1706 /* Since we just removed op, op->above is null */ 1554 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1555 for (tmp = above; tmp; tmp = tmp->above)
1708 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1709 { 1557 {
1710 if (op->nrof) 1558 if (op->nrof)
1711 esrv_send_item (tmp, op); 1559 esrv_send_item (tmp, op);
1712 else 1560 else
1716 1564
1717 if (op->nrof) 1565 if (op->nrof)
1718 return op; 1566 return op;
1719 else 1567 else
1720 { 1568 {
1721 free_object (op); 1569 op->destroy ();
1722 return NULL; 1570 return 0;
1723 } 1571 }
1724} 1572}
1725 1573
1726/* 1574/*
1727 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1728 * and also updates how much the environment(s) is/are carrying. 1576 * and also updates how much the environment(s) is/are carrying.
1729 */ 1577 */
1730
1731void 1578void
1732add_weight (object *op, signed long weight) 1579add_weight (object *op, signed long weight)
1733{ 1580{
1734 while (op != NULL) 1581 while (op != NULL)
1735 { 1582 {
1739 op->carrying += weight; 1586 op->carrying += weight;
1740 op = op->env; 1587 op = op->env;
1741 } 1588 }
1742} 1589}
1743 1590
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 * 1591object *
1759insert_ob_in_ob (object *op, object *where) 1592insert_ob_in_ob (object *op, object *where)
1760{ 1593{
1761 object * 1594 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 { 1595 {
1775 char *dump = dump_object (op); 1596 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump); 1598 free (dump);
1778 return op; 1599 return op;
1779 } 1600 }
1780 1601
1781 if (where->head) 1602 if (where->head)
1782 { 1603 {
1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1784 where = where->head; 1605 where = where->head;
1785 } 1606 }
1607
1608 return where->insert (op);
1609}
1610
1611/*
1612 * env->insert (op)
1613 * This function inserts the object op in the linked list
1614 * inside the object environment.
1615 *
1616 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero
1618 */
1619object *
1620object::insert (object *op)
1621{
1622 object *tmp, *otmp;
1623
1624 if (!QUERY_FLAG (op, FLAG_REMOVED))
1625 op->remove ();
1786 1626
1787 if (op->more) 1627 if (op->more)
1788 { 1628 {
1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1629 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1790 return op; 1630 return op;
1792 1632
1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1633 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1794 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1795 if (op->nrof) 1635 if (op->nrof)
1796 { 1636 {
1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1798 if (CAN_MERGE (tmp, op)) 1638 if (object::can_merge (tmp, op))
1799 { 1639 {
1800 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1801 (client needs the original object) */ 1641 (client needs the original object) */
1802 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1803 /* Weight handling gets pretty funky. Since we are adding to 1643 /* Weight handling gets pretty funky. Since we are adding to
1804 * tmp->nrof, we need to increase the weight. 1644 * tmp->nrof, we need to increase the weight.
1805 */ 1645 */
1806 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1807 SET_FLAG (op, FLAG_REMOVED); 1647 SET_FLAG (op, FLAG_REMOVED);
1808 free_object (op); /* free the inserted object */ 1648 op->destroy (); /* free the inserted object */
1809 op = tmp; 1649 op = tmp;
1810 remove_ob (op); /* and fix old object's links */ 1650 op->remove (); /* and fix old object's links */
1811 CLEAR_FLAG (op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1812 break; 1652 break;
1813 } 1653 }
1814 1654
1815 /* I assume combined objects have no inventory 1655 /* I assume combined objects have no inventory
1816 * We add the weight - this object could have just been removed 1656 * We add the weight - this object could have just been removed
1817 * (if it was possible to merge). calling remove_ob will subtract 1657 * (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 1658 * the weight, so we need to add it in again, since we actually do
1819 * the linking below 1659 * the linking below
1820 */ 1660 */
1821 add_weight (where, op->weight * op->nrof); 1661 add_weight (this, op->weight * op->nrof);
1822 } 1662 }
1823 else 1663 else
1824 add_weight (where, (op->weight + op->carrying)); 1664 add_weight (this, (op->weight + op->carrying));
1825 1665
1826 otmp = is_player_inv (where); 1666 otmp = this->in_player ();
1827 if (otmp && otmp->contr != NULL) 1667 if (otmp && otmp->contr)
1828 {
1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1668 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1830 fix_player (otmp); 1669 otmp->update_stats ();
1831 }
1832 1670
1833 op->map = NULL; 1671 op->map = 0;
1834 op->env = where; 1672 op->env = this;
1835 op->above = NULL; 1673 op->above = 0;
1836 op->below = NULL; 1674 op->below = 0;
1837 op->x = 0, op->y = 0; 1675 op->x = 0, op->y = 0;
1838 1676
1839 /* reset the light list and los of the players on the map */ 1677 /* reset the light list and los of the players on the map */
1840 if ((op->glow_radius != 0) && where->map) 1678 if ((op->glow_radius != 0) && map)
1841 { 1679 {
1842#ifdef DEBUG_LIGHTS 1680#ifdef DEBUG_LIGHTS
1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1681 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1844#endif /* DEBUG_LIGHTS */ 1682#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map)) 1683 if (map->darkness)
1846 update_all_los (where->map, where->x, where->y); 1684 update_all_los (map, x, y);
1847 } 1685 }
1848 1686
1849 /* Client has no idea of ordering so lets not bother ordering it here. 1687 /* Client has no idea of ordering so lets not bother ordering it here.
1850 * It sure simplifies this function... 1688 * It sure simplifies this function...
1851 */ 1689 */
1852 if (where->inv == NULL) 1690 if (!inv)
1853 where->inv = op; 1691 inv = op;
1854 else 1692 else
1855 { 1693 {
1856 op->below = where->inv; 1694 op->below = inv;
1857 op->below->above = op; 1695 op->below->above = op;
1858 where->inv = op; 1696 inv = op;
1859 } 1697 }
1698
1699 INVOKE_OBJECT (INSERT, this);
1700
1860 return op; 1701 return op;
1861} 1702}
1862 1703
1863/* 1704/*
1864 * Checks if any objects has a move_type that matches objects 1705 * Checks if any objects has a move_type that matches objects
1878 * 1719 *
1879 * MSW 2001-07-08: Check all objects on space, not just those below 1720 * 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 1721 * object being inserted. insert_ob_in_map may not put new objects
1881 * on top. 1722 * on top.
1882 */ 1723 */
1883
1884int 1724int
1885check_move_on (object *op, object *originator) 1725check_move_on (object *op, object *originator)
1886{ 1726{
1887 object *tmp; 1727 object *tmp;
1888 maptile *m = op->map; 1728 maptile *m = op->map;
1915 1755
1916 /* The objects have to be checked from top to bottom. 1756 /* The objects have to be checked from top to bottom.
1917 * Hence, we first go to the top: 1757 * Hence, we first go to the top:
1918 */ 1758 */
1919 1759
1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1921 { 1761 {
1922 /* Trim the search when we find the first other spell effect 1762 /* Trim the search when we find the first other spell effect
1923 * this helps performance so that if a space has 50 spell objects, 1763 * this helps performance so that if a space has 50 spell objects,
1924 * we don't need to check all of them. 1764 * we don't need to check all of them.
1925 */ 1765 */
1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1783 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)) 1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 { 1785 {
1946 1786
1947 float 1787 float
1948 diff = tmp->move_slow_penalty * FABS (op->speed); 1788 diff = tmp->move_slow_penalty * fabs (op->speed);
1949 1789
1950 if (op->type == PLAYER) 1790 if (op->type == PLAYER)
1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1791 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))) 1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1953 diff /= 4.0; 1793 diff /= 4.0;
1980/* 1820/*
1981 * present_arch(arch, map, x, y) searches for any objects with 1821 * present_arch(arch, map, x, y) searches for any objects with
1982 * a matching archetype at the given map and coordinates. 1822 * a matching archetype at the given map and coordinates.
1983 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
1984 */ 1824 */
1985
1986object * 1825object *
1987present_arch (const archetype *at, maptile *m, int x, int y) 1826present_arch (const archetype *at, maptile *m, int x, int y)
1988{ 1827{
1989 object *
1990 tmp;
1991
1992 if (m == NULL || out_of_map (m, x, y)) 1828 if (!m || out_of_map (m, x, y))
1993 { 1829 {
1994 LOG (llevError, "Present_arch called outside map.\n"); 1830 LOG (llevError, "Present_arch called outside map.\n");
1995 return NULL; 1831 return NULL;
1996 } 1832 }
1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1833
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1998 if (tmp->arch == at) 1835 if (tmp->arch == at)
1999 return tmp; 1836 return tmp;
1837
2000 return NULL; 1838 return NULL;
2001} 1839}
2002 1840
2003/* 1841/*
2004 * present(type, map, x, y) searches for any objects with 1842 * present(type, map, x, y) searches for any objects with
2005 * a matching type variable at the given map and coordinates. 1843 * a matching type variable at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2007 */ 1845 */
2008
2009object * 1846object *
2010present (unsigned char type, maptile *m, int x, int y) 1847present (unsigned char type, maptile *m, int x, int y)
2011{ 1848{
2012 object *
2013 tmp;
2014
2015 if (out_of_map (m, x, y)) 1849 if (out_of_map (m, x, y))
2016 { 1850 {
2017 LOG (llevError, "Present called outside map.\n"); 1851 LOG (llevError, "Present called outside map.\n");
2018 return NULL; 1852 return NULL;
2019 } 1853 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1854
1855 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->type == type) 1856 if (tmp->type == type)
2022 return tmp; 1857 return tmp;
1858
2023 return NULL; 1859 return NULL;
2024} 1860}
2025 1861
2026/* 1862/*
2027 * present_in_ob(type, object) searches for any objects with 1863 * present_in_ob(type, object) searches for any objects with
2028 * a matching type variable in the inventory of the given object. 1864 * a matching type variable in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2030 */ 1866 */
2031
2032object * 1867object *
2033present_in_ob (unsigned char type, const object *op) 1868present_in_ob (unsigned char type, const object *op)
2034{ 1869{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1870 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->type == type) 1871 if (tmp->type == type)
2040 return tmp; 1872 return tmp;
1873
2041 return NULL; 1874 return NULL;
2042} 1875}
2043 1876
2044/* 1877/*
2045 * present_in_ob (type, str, object) searches for any objects with 1878 * present_in_ob (type, str, object) searches for any objects with
2053 * str is the string to match against. Note that we match against 1886 * 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 1887 * 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 1888 * spell code can use one object type (force), but change it's name
2056 * to be unique. 1889 * to be unique.
2057 */ 1890 */
2058
2059object * 1891object *
2060present_in_ob_by_name (int type, const char *str, const object *op) 1892present_in_ob_by_name (int type, const char *str, const object *op)
2061{ 1893{
2062 object *
2063 tmp;
2064
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 {
2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1895 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2068 return tmp; 1896 return tmp;
2069 } 1897
2070 return NULL; 1898 return 0;
2071} 1899}
2072 1900
2073/* 1901/*
2074 * present_arch_in_ob(archetype, object) searches for any objects with 1902 * present_arch_in_ob(archetype, object) searches for any objects with
2075 * a matching archetype in the inventory of the given object. 1903 * a matching archetype in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1904 * The first matching object is returned, or NULL if none.
2077 */ 1905 */
2078
2079object * 1906object *
2080present_arch_in_ob (const archetype *at, const object *op) 1907present_arch_in_ob (const archetype *at, const object *op)
2081{ 1908{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->arch == at) 1910 if (tmp->arch == at)
2087 return tmp; 1911 return tmp;
1912
2088 return NULL; 1913 return NULL;
2089} 1914}
2090 1915
2091/* 1916/*
2092 * activate recursively a flag on an object inventory 1917 * activate recursively a flag on an object inventory
2093 */ 1918 */
2094void 1919void
2095flag_inv (object *op, int flag) 1920flag_inv (object *op, int flag)
2096{ 1921{
2097 object *
2098 tmp;
2099
2100 if (op->inv) 1922 if (op->inv)
2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2102 { 1924 {
2103 SET_FLAG (tmp, flag); 1925 SET_FLAG (tmp, flag);
2104 flag_inv (tmp, flag); 1926 flag_inv (tmp, flag);
2105 } 1927 }
2106} /* 1928}
1929
1930/*
2107 * desactivate recursively a flag on an object inventory 1931 * deactivate recursively a flag on an object inventory
2108 */ 1932 */
2109void 1933void
2110unflag_inv (object *op, int flag) 1934unflag_inv (object *op, int flag)
2111{ 1935{
2112 object *
2113 tmp;
2114
2115 if (op->inv) 1936 if (op->inv)
2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2117 { 1938 {
2118 CLEAR_FLAG (tmp, flag); 1939 CLEAR_FLAG (tmp, flag);
2119 unflag_inv (tmp, flag); 1940 unflag_inv (tmp, flag);
2120 } 1941 }
2121} 1942}
2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1945 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2125 * all it's inventory (recursively). 1946 * all it's inventory (recursively).
2126 * If checksums are used, a player will get set_cheat called for 1947 * 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. 1948 * him/her-self and all object carried by a call to this function.
2128 */ 1949 */
2129
2130void 1950void
2131set_cheat (object *op) 1951set_cheat (object *op)
2132{ 1952{
2133 SET_FLAG (op, FLAG_WAS_WIZ); 1953 SET_FLAG (op, FLAG_WAS_WIZ);
2134 flag_inv (op, FLAG_WAS_WIZ); 1954 flag_inv (op, FLAG_WAS_WIZ);
2153 * because arch_blocked (now ob_blocked) needs to know the movement type 1973 * 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 1974 * 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 1975 * the archetype because that isn't correct if the monster has been
2156 * customized, changed states, etc. 1976 * customized, changed states, etc.
2157 */ 1977 */
2158
2159int 1978int
2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1979find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{ 1980{
2162 int
2163 i,
2164 index = 0, flag; 1981 int index = 0, flag;
2165 static int
2166 altern[SIZEOFFREE]; 1982 int altern[SIZEOFFREE];
2167 1983
2168 for (i = start; i < stop; i++) 1984 for (int i = start; i < stop; i++)
2169 { 1985 {
2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1986 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2171 if (!flag) 1987 if (!flag)
2172 altern[index++] = i; 1988 altern [index++] = i;
2173 1989
2174 /* Basically, if we find a wall on a space, we cut down the search size. 1990 /* 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. 1991 * 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 - 1992 * 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 1993 * 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 1994 * spaces in all the other directions, this will reduce the search space
2179 * to only the spaces immediately surrounding the target area, and 1995 * to only the spaces immediately surrounding the target area, and
2180 * won't look 2 spaces south of the target space. 1996 * won't look 2 spaces south of the target space.
2181 */ 1997 */
2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1998 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2183 stop = maxfree[i]; 1999 stop = maxfree[i];
2184 } 2000 }
2001
2185 if (!index) 2002 if (!index)
2186 return -1; 2003 return -1;
2004
2187 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2188} 2006}
2189 2007
2190/* 2008/*
2191 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2192 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2193 * But it will return the first available spot, not a random choice. 2011 * 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. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2195 */ 2013 */
2196
2197int 2014int
2198find_first_free_spot (const object *ob, maptile *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{ 2016{
2200 int
2201 i;
2202
2203 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2204 {
2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2206 return i; 2019 return i;
2207 } 2020
2208 return -1; 2021 return -1;
2209} 2022}
2210 2023
2211/* 2024/*
2212 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2213 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2214 */ 2028 */
2215static void 2029static void
2216permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2217{ 2031{
2218 int 2032 arr += begin;
2219 i,
2220 j,
2221 tmp,
2222 len;
2223
2224 len = end - begin; 2033 end -= begin;
2225 for (i = begin; i < end; i++)
2226 {
2227 j = begin + RANDOM () % len;
2228 2034
2229 tmp = arr[i]; 2035 while (--end)
2230 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2231 arr[j] = tmp;
2232 }
2233} 2037}
2234 2038
2235/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2236 * This basically returns a randomized array (in the passed pointer) of 2040 * 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 2041 * 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. 2044 * the 3x3 area will be searched, just not in a predictable order.
2241 */ 2045 */
2242void 2046void
2243get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2244{ 2048{
2245 int 2049 int i;
2246 i;
2247 2050
2248 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2250 search_arr[i] = i; 2052 search_arr[i] = i;
2251 }
2252 2053
2253 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2256} 2057}
2265 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * 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 2067 * 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 2068 * because we have to know what movement the thing looking to move
2268 * there is capable of. 2069 * there is capable of.
2269 */ 2070 */
2270
2271int 2071int
2272find_dir (maptile *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2273{ 2073{
2274 int
2275 i,
2276 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2277 2075
2278 sint16 nx, ny; 2076 sint16 nx, ny;
2279 object * 2077 object *tmp;
2280 tmp;
2281 maptile * 2078 maptile *mp;
2282 mp;
2283 2079
2284 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2285 2081
2286 if (exclude && exclude->head) 2082 if (exclude && exclude->head)
2287 { 2083 {
2299 mp = m; 2095 mp = m;
2300 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2301 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2302 2098
2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2304 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2305 {
2306 max = maxfree[i]; 2102 max = maxfree[i];
2307 }
2308 else 2103 else
2309 { 2104 {
2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2311 2108
2312 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2313 {
2314 max = maxfree[i]; 2110 max = maxfree[i];
2315 }
2316 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2317 { 2112 {
2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2319 { 2114 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))) 2115 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2322 break; 2116 break;
2323 } 2117
2324 }
2325 if (tmp) 2118 if (tmp)
2326 {
2327 return freedir[i]; 2119 return freedir[i];
2328 }
2329 } 2120 }
2330 } 2121 }
2331 } 2122 }
2123
2332 return 0; 2124 return 0;
2333} 2125}
2334 2126
2335/* 2127/*
2336 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2337 * distance between the two given objects. 2129 * distance between the two given objects.
2338 */ 2130 */
2339
2340int 2131int
2341distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2342{ 2133{
2343 int
2344 i;
2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2347 return i;
2348} 2135}
2349 2136
2350/* 2137/*
2351 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * 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 2139 * an object which has subtracted the x and y coordinates of another
2353 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2354 */ 2141 */
2355
2356int 2142int
2357find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2358{ 2144{
2359 int 2145 int q;
2360 q;
2361 2146
2362 if (y) 2147 if (y)
2363 q = x * 100 / y; 2148 q = x * 100 / y;
2364 else if (x) 2149 else if (x)
2365 q = -300 * x; 2150 q = -300 * x;
2390 2175
2391 return 3; 2176 return 3;
2392} 2177}
2393 2178
2394/* 2179/*
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 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2412 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2413 */ 2182 */
2414
2415int 2183int
2416dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2417{ 2185{
2418 int 2186 int d;
2419 d;
2420 2187
2421 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2422 if (d > 4) 2189 if (d > 4)
2423 d = 8 - d; 2190 d = 8 - d;
2191
2424 return d; 2192 return d;
2425} 2193}
2426 2194
2427/* peterm: 2195/* peterm:
2428 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * 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 2199 * 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. 2200 * 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 2201 * Moved from spell_util.c to object.c with the other related direction
2434 * functions. 2202 * functions.
2435 */ 2203 */
2436
2437int
2438 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2439 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2440 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2441 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2442 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2443 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2491 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2492 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2493 * can see a direct way to get it 2259 * can see a direct way to get it
2494 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2495 */ 2261 */
2496
2497
2498int 2262int
2499can_see_monsterP (maptile *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2500{ 2264{
2501 sint16 dx, dy; 2265 sint16 dx, dy;
2502 int
2503 mflags; 2266 int mflags;
2504 2267
2505 if (dir < 0) 2268 if (dir < 0)
2506 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2507 2270
2508 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2521 return 0; 2284 return 0;
2522 2285
2523 /* yes, can see. */ 2286 /* yes, can see. */
2524 if (dir < 9) 2287 if (dir < 9)
2525 return 1; 2288 return 1;
2289
2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 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]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2528} 2293}
2529
2530
2531 2294
2532/* 2295/*
2533 * can_pick(picker, item): finds out if an object is possible to be 2296 * 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 2297 * picked up by the picker. Returnes 1 if it can be
2535 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (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)); 2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2549} 2312}
2550 2313
2551
2552/* 2314/*
2553 * create clone from object to another 2315 * create clone from object to another
2554 */ 2316 */
2555object * 2317object *
2556object_create_clone (object *asrc) 2318object_create_clone (object *asrc)
2557{ 2319{
2558 object *
2559 dst = NULL, *tmp, *src, *part, *prev, *item; 2320 object *dst = 0, *tmp, *src, *part, *prev, *item;
2560 2321
2561 if (!asrc) 2322 if (!asrc)
2562 return NULL; 2323 return 0;
2324
2563 src = asrc; 2325 src = asrc;
2564 if (src->head) 2326 if (src->head)
2565 src = src->head; 2327 src = src->head;
2566 2328
2567 prev = NULL; 2329 prev = 0;
2568 for (part = src; part; part = part->more) 2330 for (part = src; part; part = part->more)
2569 { 2331 {
2570 tmp = get_object (); 2332 tmp = part->clone ();
2571 copy_object (part, tmp);
2572 tmp->x -= src->x; 2333 tmp->x -= src->x;
2573 tmp->y -= src->y; 2334 tmp->y -= src->y;
2335
2574 if (!part->head) 2336 if (!part->head)
2575 { 2337 {
2576 dst = tmp; 2338 dst = tmp;
2577 tmp->head = NULL; 2339 tmp->head = 0;
2578 } 2340 }
2579 else 2341 else
2580 {
2581 tmp->head = dst; 2342 tmp->head = dst;
2582 } 2343
2583 tmp->more = NULL; 2344 tmp->more = 0;
2345
2584 if (prev) 2346 if (prev)
2585 prev->more = tmp; 2347 prev->more = tmp;
2348
2586 prev = tmp; 2349 prev = tmp;
2587 } 2350 }
2588 2351
2589 for (item = src->inv; item; item = item->below) 2352 for (item = src->inv; item; item = item->below)
2590 insert_ob_in_ob (object_create_clone (item), dst); 2353 insert_ob_in_ob (object_create_clone (item), dst);
2591 2354
2592 return dst; 2355 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} 2356}
2633 2357
2634/* This returns the first object in who's inventory that 2358/* This returns the first object in who's inventory that
2635 * has the same type and subtype match. 2359 * has the same type and subtype match.
2636 * returns NULL if no match. 2360 * returns NULL if no match.
2637 */ 2361 */
2638object * 2362object *
2639find_obj_by_type_subtype (const object *who, int type, int subtype) 2363find_obj_by_type_subtype (const object *who, int type, int subtype)
2640{ 2364{
2641 object *tmp;
2642
2643 for (tmp = who->inv; tmp; tmp = tmp->below) 2365 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2644 if (tmp->type == type && tmp->subtype == subtype) 2366 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp; 2367 return tmp;
2646 2368
2647 return NULL; 2369 return 0;
2648} 2370}
2649 2371
2650/* If ob has a field named key, return the link from the list, 2372/* If ob has a field named key, return the link from the list,
2651 * otherwise return NULL. 2373 * otherwise return NULL.
2652 * 2374 *
2654 * do the desired thing. 2376 * do the desired thing.
2655 */ 2377 */
2656key_value * 2378key_value *
2657get_ob_key_link (const object *ob, const char *key) 2379get_ob_key_link (const object *ob, const char *key)
2658{ 2380{
2659 key_value *link;
2660
2661 for (link = ob->key_values; link != NULL; link = link->next) 2381 for (key_value *link = ob->key_values; link; link = link->next)
2662 if (link->key == key) 2382 if (link->key == key)
2663 return link; 2383 return link;
2664 2384
2665 return NULL; 2385 return 0;
2666} 2386}
2667 2387
2668/* 2388/*
2669 * Returns the value of op has an extra_field for key, or NULL. 2389 * Returns the value of op has an extra_field for key, or NULL.
2670 * 2390 *
2695 if (link->key == canonical_key) 2415 if (link->key == canonical_key)
2696 return link->value; 2416 return link->value;
2697 2417
2698 return 0; 2418 return 0;
2699} 2419}
2700
2701 2420
2702/* 2421/*
2703 * Updates the canonical_key in op to value. 2422 * Updates the canonical_key in op to value.
2704 * 2423 *
2705 * canonical_key is a shared string (value doesn't have to be). 2424 * canonical_key is a shared string (value doesn't have to be).
2710 * Returns TRUE on success. 2429 * Returns TRUE on success.
2711 */ 2430 */
2712int 2431int
2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2432set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{ 2433{
2715 key_value *
2716 field = NULL, *last = NULL; 2434 key_value *field = NULL, *last = NULL;
2717 2435
2718 for (field = op->key_values; field != NULL; field = field->next) 2436 for (field = op->key_values; field != NULL; field = field->next)
2719 { 2437 {
2720 if (field->key != canonical_key) 2438 if (field->key != canonical_key)
2721 { 2439 {
2749 /* IF we get here, key doesn't exist */ 2467 /* IF we get here, key doesn't exist */
2750 2468
2751 /* No field, we'll have to add it. */ 2469 /* No field, we'll have to add it. */
2752 2470
2753 if (!add_key) 2471 if (!add_key)
2754 {
2755 return FALSE; 2472 return FALSE;
2756 } 2473
2757 /* There isn't any good reason to store a null 2474 /* There isn't any good reason to store a null
2758 * value in the key/value list. If the archetype has 2475 * value in the key/value list. If the archetype has
2759 * this key, then we should also have it, so shouldn't 2476 * this key, then we should also have it, so shouldn't
2760 * be here. If user wants to store empty strings, 2477 * be here. If user wants to store empty strings,
2761 * should pass in "" 2478 * should pass in ""
2810 } 2527 }
2811 else 2528 else
2812 item = item->env; 2529 item = item->env;
2813} 2530}
2814 2531
2532
2533const char *
2534object::flag_desc (char *desc, int len) const
2535{
2536 char *p = desc;
2537 bool first = true;
2538
2539 *p = 0;
2540
2541 for (int i = 0; i < NUM_FLAGS; i++)
2542 {
2543 if (len <= 10) // magic constant!
2544 {
2545 snprintf (p, len, ",...");
2546 break;
2547 }
2548
2549 if (flag [i])
2550 {
2551 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2552 len -= cnt;
2553 p += cnt;
2554 first = false;
2555 }
2556 }
2557
2558 return desc;
2559}
2560
2815// return a suitable string describing an objetc in enough detail to find it 2561// return a suitable string describing an object in enough detail to find it
2816const char * 2562const char *
2817object::debug_desc (char *info) const 2563object::debug_desc (char *info) const
2818{ 2564{
2565 char flagdesc[512];
2819 char info2[256 * 3]; 2566 char info2[256 * 4];
2820 char *p = info; 2567 char *p = info;
2821 2568
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2569 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2823 count, 2570 count, uuid.seq,
2824 &name, 2571 &name,
2825 title ? " " : "", 2572 title ? "\",title:\"" : "",
2826 title ? (const char *)title : ""); 2573 title ? (const char *)title : "",
2574 flag_desc (flagdesc, 512), type);
2827 2575
2828 if (env) 2576 if (env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2577 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830 2578
2831 if (map) 2579 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2580 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2833 2581
2834 return info; 2582 return info;
2835} 2583}
2836 2584
2837const char * 2585const char *
2838object::debug_desc () const 2586object::debug_desc () const
2839{ 2587{
2840 static char info[256 * 3]; 2588 static char info[256 * 4];
2841 return debug_desc (info); 2589 return debug_desc (info);
2842} 2590}
2843 2591
2592const char *
2593object::debug_desc2 () const
2594{
2595 static char info[256 * 4];
2596 return debug_desc (info);
2597}
2598
2599struct region *
2600object::region () const
2601{
2602 return map ? map->region (x, y)
2603 : region::default_region ();
2604}
2605
2606const materialtype_t *
2607object::dominant_material () const
2608{
2609 if (materialtype_t *mat = name_to_material (materialname))
2610 return mat;
2611
2612 // omfg this is slow, this has to be temporary :)
2613 shstr unknown ("unknown");
2614
2615 return name_to_material (unknown);
2616}
2617
2618void
2619object::open_container (object *new_container)
2620{
2621 if (container == new_container)
2622 return;
2623
2624 if (object *old_container = container)
2625 {
2626 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2627 return;
2628
2629#if 0
2630 // remove the "Close old_container" object.
2631 if (object *closer = old_container->inv)
2632 if (closer->type == CLOSE_CON)
2633 closer->destroy ();
2634#endif
2635
2636 old_container->flag [FLAG_APPLIED] = 0;
2637 container = 0;
2638
2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2641 }
2642
2643 if (new_container)
2644 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 return;
2647
2648 // TODO: this does not seem to serve any purpose anymore?
2649#if 0
2650 // insert the "Close Container" object.
2651 if (archetype *closer = new_container->other_arch)
2652 {
2653 object *closer = arch_to_object (new_container->other_arch);
2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2655 new_container->insert (closer);
2656 }
2657#endif
2658
2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2660
2661 new_container->flag [FLAG_APPLIED] = 1;
2662 container = new_container;
2663
2664 esrv_update_item (UPD_FLAGS, this, new_container);
2665 esrv_send_inventory (this, new_container);
2666 }
2667}
2668
2669

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