ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.147 by root, Sat May 12 16:06:42 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>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.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>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short 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,
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 3); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455bool
456object::change_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494}
495
455/* Zero the key_values on op, decrementing the shared-string 496/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 497 * refcounts and freeing the links.
457 */ 498 */
458static void 499static void
459free_key_values (object *op) 500free_key_values (object *op)
460{ 501{
461 for (key_value *i = op->key_values; i != 0;) 502 for (key_value *i = op->key_values; i; )
462 { 503 {
463 key_value *next = i->next; 504 key_value *next = i->next;
464 delete i; 505 delete i;
465 506
466 i = next; 507 i = next;
467 } 508 }
468 509
469 op->key_values = 0; 510 op->key_values = 0;
470} 511}
471 512
472/* 513object &
473 * copy_to first frees everything allocated by the dst object, 514object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 515{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 516 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 517 bool is_removed = flag [FLAG_REMOVED];
485 518
486 *(object_copy *)dst = *this; 519 *(object_copy *)this = src;
487 520
488 if (is_freed) 521 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 522 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 523
497 /* Copy over key_values, if any. */ 524 /* Copy over key_values, if any. */
498 if (key_values) 525 if (src.key_values)
499 { 526 {
500 key_value *tail = 0; 527 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 528 key_values = 0;
504 529
505 for (i = key_values; i; i = i->next) 530 for (key_value *i = src.key_values; i; i = i->next)
506 { 531 {
507 key_value *new_link = new key_value; 532 key_value *new_link = new key_value;
508 533
509 new_link->next = 0; 534 new_link->next = 0;
510 new_link->key = i->key; 535 new_link->key = i->key;
511 new_link->value = i->value; 536 new_link->value = i->value;
512 537
513 /* Try and be clever here, too. */ 538 /* Try and be clever here, too. */
514 if (!dst->key_values) 539 if (!key_values)
515 { 540 {
516 dst->key_values = new_link; 541 key_values = new_link;
517 tail = new_link; 542 tail = new_link;
518 } 543 }
519 else 544 else
520 { 545 {
521 tail->next = new_link; 546 tail->next = new_link;
522 tail = new_link; 547 tail = new_link;
523 } 548 }
524 } 549 }
525 } 550 }
551}
526 552
527 update_ob_speed (dst); 553/*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570}
571
572void
573object::instantiate ()
574{
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
528} 589}
529 590
530object * 591object *
531object::clone () 592object::clone ()
532{ 593{
538/* 599/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
542 */ 603 */
543
544void 604void
545update_turn_face (object *op) 605update_turn_face (object *op)
546{ 606{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 608 return;
609
549 SET_ANIMATION (op, op->direction); 610 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
551} 612}
552 613
553/* 614/*
554 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
557 */ 618 */
558void 619void
559update_ob_speed (object *op) 620object::set_speed (float speed)
560{ 621{
561 extern int arch_init; 622 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 623 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 625 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 626 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 627
586 /* process_events() expects us to insert the object at the beginning 628 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 629
590 if (op->active_next != NULL) 630 if (has_active_speed ())
591 op->active_next->active_prev = op; 631 activate ();
592
593 active_objects = op;
594 }
595 else 632 else
596 { 633 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 634}
651 635
652/* 636/*
653 * update_object() updates the the map. 637 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 638 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 651 * UP_OBJ_FACE: only the objects face has changed.
668 */ 652 */
669void 653void
670update_object (object *op, int action) 654update_object (object *op, int action)
671{ 655{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 656 if (op == NULL)
675 { 657 {
676 /* this should never happen */ 658 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 659 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 660 return;
691 */ 673 */
692 if (!op->map || op->map->in_memory == MAP_SAVING) 674 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return; 675 return;
694 676
695 /* make sure the object is within map boundaries */ 677 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 679 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 680 LOG (llevError, "update_object() called for object out of map!\n");
699#ifdef MANY_CORES 681#ifdef MANY_CORES
700 abort (); 682 abort ();
701#endif 683#endif
702 return; 684 return;
703 } 685 }
704 686
705 mapspace &m = op->ms (); 687 mapspace &m = op->ms ();
706 688
707 if (m.flags_ & P_NEED_UPDATE) 689 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 690 /* nop */;
709 else if (action == UP_OBJ_INSERT) 691 else if (action == UP_OBJ_INSERT)
710 { 692 {
711 // this is likely overkill, TODO: revisit (schmorp) 693 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 703 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 704 * to have move_allow right now.
723 */ 705 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 708 m.flags_ = 0;
727 } 709 }
728 /* if the object is being removed, we can't make intelligent 710 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 711 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 712 * that is being removed.
731 */ 713 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 715 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 716 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 717 /* Nothing to do for that case */ ;
736 else 718 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 719 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 720
739 if (op->more) 721 if (op->more)
740 update_object (op->more, action); 722 update_object (op->more, action);
741} 723}
742 724
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 725object::object ()
747{ 726{
748 SET_FLAG (this, FLAG_REMOVED); 727 SET_FLAG (this, FLAG_REMOVED);
749 728
750 expmul = 1.0; 729 expmul = 1.0;
751 face = blank_face; 730 face = blank_face;
752} 731}
753 732
754object::~object () 733object::~object ()
755{ 734{
735 unlink ();
736
756 free_key_values (this); 737 free_key_values (this);
757} 738}
758 739
740static int object_count;
741
759void object::link () 742void object::link ()
760{ 743{
761 count = ++ob_count; 744 assert (!index);//D
762 uuid = gen_uuid (); 745 uuid = gen_uuid ();
746 count = ++object_count;
763 747
764 prev = 0; 748 refcnt_inc ();
765 next = object::first; 749 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 750}
772 751
773void object::unlink () 752void object::unlink ()
774{ 753{
775 if (this == object::first) 754 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op; 755 return;
791}
792 756
793/* 757 objects.erase (this);
794 * free_object() frees everything allocated by an object, removes 758 refcnt_dec ();
795 * it from the list of used objects, and puts it on the list of 759}
796 * free objects. The IS_FREED() flag is set in the object. 760
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 761void
804object::do_destroy () 762object::activate ()
805{ 763{
806 attachable::do_destroy (); 764 /* If already on active list, don't do anything */
807 765 if (active)
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 766 return;
819 767
820 flag [FLAG_FREED] = 1; 768 if (has_active_speed ())
769 actives.insert (this);
770}
821 771
822 // hack to ensure that freed objects still have a valid map 772void
823 { 773object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 774{
775 activate ();
825 776
826 if (!freed_map) 777 for (object *op = inv; op; op = op->below)
778 op->activate_recursive ();
779}
780
781/* This function removes object 'op' from the list of active
782 * objects.
783 * This should only be used for style maps or other such
784 * reference maps where you don't want an object that isn't
785 * in play chewing up cpu time getting processed.
786 * The reverse of this is to call update_ob_speed, which
787 * will do the right thing based on the speed of the object.
788 */
789void
790object::deactivate ()
791{
792 /* If not on the active list, nothing needs to be done */
793 if (!active)
794 return;
795
796 actives.erase (this);
797}
798
799void
800object::deactivate_recursive ()
801{
802 for (object *op = inv; op; op = op->below)
803 op->deactivate_recursive ();
804
805 deactivate ();
806}
807
808void
809object::set_flag_inv (int flag, int value)
810{
811 for (object *op = inv; op; op = op->below)
827 { 812 {
828 freed_map = new maptile; 813 op->flag [flag] = value;
829 814 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 815 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 816}
860 817
861/* 818/*
862 * Remove and free all objects in the inventory of the given object. 819 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 820 * object.c ?
864 */ 821 */
865void 822void
866object::destroy_inv (bool drop_to_ground) 823object::destroy_inv (bool drop_to_ground)
867{ 824{
825 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory,
829 // cf will crash below with off-map x and y
868 if (!inv) 830 if (!inv)
869 return; 831 return;
870 832
871 /* Only if the space blocks everything do we not process - 833 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 834 * if some form of movement is allowed, let objects
873 * drop on that space. 835 * drop on that space.
874 */ 836 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 837 if (!drop_to_ground
838 || !map
839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
841 || ms ().move_block == MOVE_ALL)
876 { 842 {
877 while (inv) 843 while (inv)
878 { 844 {
879 inv->destroy_inv (drop_to_ground); 845 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 846 inv->destroy ();
888 854
889 if (op->flag [FLAG_STARTEQUIP] 855 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 856 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 857 || op->type == RUNE
892 || op->type == TRAP 858 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 861 op->destroy ();
895 else 862 else
896 { 863 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 864 }
903 } 865 }
866}
867
868object *object::create ()
869{
870 object *op = new object;
871 op->link ();
872 return op;
873}
874
875void
876object::do_destroy ()
877{
878 attachable::do_destroy ();
879
880 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this);
882
883 if (flag [FLAG_FRIENDLY])
884 remove_friendly_object (this);
885
886 if (!flag [FLAG_REMOVED])
887 remove ();
888
889 destroy_inv (true);
890
891 deactivate ();
892 unlink ();
893
894 flag [FLAG_FREED] = 1;
895
896 // hack to ensure that freed objects still have a valid map
897 {
898 static maptile *freed_map; // freed objects are moved here to avoid crashes
899
900 if (!freed_map)
901 {
902 freed_map = new maptile;
903
904 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3;
906 freed_map->height = 3;
907
908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
910 }
911
912 map = freed_map;
913 x = 1;
914 y = 1;
915 }
916
917 head = 0;
918
919 if (more)
920 {
921 more->destroy ();
922 more = 0;
923 }
924
925 // clear those pointers that likely might have circular references to us
926 owner = 0;
927 enemy = 0;
928 attacked_by = 0;
904} 929}
905 930
906void 931void
907object::destroy (bool destroy_inventory) 932object::destroy (bool destroy_inventory)
908{ 933{
909 if (destroyed ()) 934 if (destroyed ())
910 return; 935 return;
911 936
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 937 if (destroy_inventory)
920 destroy_inv (true); 938 destroy_inv (false);
921 939
922 attachable::destroy (); 940 attachable::destroy ();
923} 941}
924 942
925/* 943/*
943 * This function removes the object op from the linked list of objects 961 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 962 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 963 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 964 * environment, the x and y coordinates will be updated to
947 * the previous environment. 965 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 966 */
950void 967void
951object::remove () 968object::do_remove ()
952{ 969{
953 object *tmp, *last = 0; 970 object *tmp, *last = 0;
954 object *otmp; 971 object *otmp;
955 972
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 973 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 995 * to save cpu time.
979 */ 996 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 998 otmp->update_stats ();
982 999
983 if (above != NULL) 1000 if (above)
984 above->below = below; 1001 above->below = below;
985 else 1002 else
986 env->inv = below; 1003 env->inv = below;
987 1004
988 if (below != NULL) 1005 if (below)
989 below->above = above; 1006 below->above = above;
990 1007
991 /* we set up values so that it could be inserted into 1008 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1009 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1010 * to the caller to decide what we want to do.
997 above = 0, below = 0; 1014 above = 0, below = 0;
998 env = 0; 1015 env = 0;
999 } 1016 }
1000 else if (map) 1017 else if (map)
1001 { 1018 {
1002 /* Re did the following section of code - it looks like it had 1019 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1020 {
1021 // leaving a spot always closes any open container on the ground
1022 if (container && !container->env)
1023 // this causes spurious floorbox updates, but it ensures
1024 // that the CLOSE event is being sent.
1025 close_container ();
1026
1027 --map->players;
1028 map->touch ();
1029 }
1030
1031 map->dirty = true;
1032 mapspace &ms = this->ms ();
1005 1033
1006 /* link the object above us */ 1034 /* link the object above us */
1007 if (above) 1035 if (above)
1008 above->below = below; 1036 above->below = below;
1009 else 1037 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1038 ms.top = below; /* we were top, set new top */
1011 1039
1012 /* Relink the object below us, if there is one */ 1040 /* Relink the object below us, if there is one */
1013 if (below) 1041 if (below)
1014 below->above = above; 1042 below->above = above;
1015 else 1043 else
1017 /* Nothing below, which means we need to relink map object for this space 1045 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1046 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1047 * evident
1020 */ 1048 */
1021 if (GET_MAP_OB (map, x, y) != this) 1049 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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); 1050 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1051
1032 map->at (x, y).bottom = above; /* goes on above it. */ 1052 ms.bot = above; /* goes on above it. */
1033 } 1053 }
1034 1054
1035 above = 0; 1055 above = 0;
1036 below = 0; 1056 below = 0;
1037 1057
1038 if (map->in_memory == MAP_SAVING) 1058 if (map->in_memory == MAP_SAVING)
1039 return; 1059 return;
1040 1060
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1061 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1062
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1064 {
1045 /* No point updating the players look faces if he is the object 1065 /* No point updating the players look faces if he is the object
1046 * being removed. 1066 * being removed.
1047 */ 1067 */
1048 1068
1060 1080
1061 if (tmp->contr->ns) 1081 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1082 tmp->contr->ns->floorbox_update ();
1063 } 1083 }
1064 1084
1065 /* See if player moving off should effect something */ 1085 /* See if object moving off should effect something */
1066 if (check_walk_off 1086 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1087 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1089 {
1070 move_apply (tmp, this, 0); 1090 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1092 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1094 }
1075 1095
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1098 if (tmp->above == tmp)
1079 tmp->above = 0; 1099 tmp->above = 0;
1080 1100
1081 last = tmp; 1101 last = tmp;
1082 } 1102 }
1083 1103
1084 /* last == NULL of there are no objects on this space */ 1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1106 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1107 map->at (x, y).flags_ = 0;
1087 else 1108 else
1088 update_object (last, UP_OBJ_REMOVE); 1109 update_object (last, UP_OBJ_REMOVE);
1089 1110
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1112 update_all_los (map, x, y);
1127 } 1148 }
1128 1149
1129 return 0; 1150 return 0;
1130} 1151}
1131 1152
1153void
1154object::expand_tail ()
1155{
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174}
1175
1132/* 1176/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1178 * job preparing multi-part monsters.
1135 */ 1179 */
1136object * 1180object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1182{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1184 {
1146 tmp->x = x + tmp->arch->clone.x; 1185 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1186 tmp->y = y + tmp->arch->clone.y;
1148 } 1187 }
1149 1188
1171 * just 'op' otherwise 1210 * just 'op' otherwise
1172 */ 1211 */
1173object * 1212object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1214{
1215 assert (!op->flag [FLAG_FREED]);
1216
1176 object *tmp, *top, *floor = NULL; 1217 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178 1218
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1219 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184 1220
1185 if (m == NULL) 1221#if 0
1186 { 1222 if (!m->active != !op->active)
1187 char *dump = dump_object (op); 1223 if (m->active)
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1224 op->activate_recursive ();
1189 free (dump); 1225 else
1190 return op; 1226 op->deactivate_recursive ();
1191 } 1227#endif
1192 1228
1193 if (out_of_map (m, op->x, op->y)) 1229 if (out_of_map (m, op->x, op->y))
1194 { 1230 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1197#ifdef MANY_CORES 1232#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted. 1235 * improperly inserted.
1201 */ 1236 */
1202 abort (); 1237 abort ();
1203#endif 1238#endif
1204 free (dump);
1205 return op; 1239 return op;
1206 } 1240 }
1207 1241
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more; 1242 if (object *more = op->more)
1221 1243 {
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1244 if (!insert_ob_in_map (more, m, originator, flag))
1238 { 1245 {
1239 if (!op->head) 1246 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241 1248
1242 return 0; 1249 return 0;
1247 1254
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1257 * need extra work
1251 */ 1258 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1260 return 0;
1254 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1255 1264
1256 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1257 */ 1266 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1261 { 1270 {
1262 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1272 tmp->destroy ();
1264 } 1273 }
1281 op->below = originator->below; 1290 op->below = originator->below;
1282 1291
1283 if (op->below) 1292 if (op->below)
1284 op->below->above = op; 1293 op->below->above = op;
1285 else 1294 else
1286 op->ms ().bottom = op; 1295 ms.bot = op;
1287 1296
1288 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1289 originator->below = op; 1298 originator->below = op;
1290 } 1299 }
1291 else 1300 else
1292 { 1301 {
1302 top = ms.bot;
1303
1293 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1306 {
1296 object *last = NULL; 1307 object *last = 0;
1297 1308
1298 /* 1309 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1309 */ 1320 */
1310 1321 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1322 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1324 floor = top;
1315 1325
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1329 top = top->below;
1320 break; 1330 break;
1321 } 1331 }
1322 1332
1323 last = top; 1333 last = top;
1324 top = top->above;
1325 } 1334 }
1326 1335
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1337 top = last;
1329 1338
1331 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1333 */ 1342 */
1334 1343
1335 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1348 * stacking is a bit odd.
1340 */ 1349 */
1341 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1343 { 1353 {
1344 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1356 break;
1357
1347 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1361 * set top to the object below us.
1351 */ 1362 */
1353 top = last->below; 1364 top = last->below;
1354 } 1365 }
1355 } /* If objects on this space */ 1366 } /* If objects on this space */
1356 1367
1357 if (flag & INS_MAP_LOAD) 1368 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1369 top = ms.top;
1359 1370
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1372 top = floor;
1362 1373
1363 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1375 */
1365 1376
1366 /* First object on this space */ 1377 /* First object on this space */
1367 if (!top) 1378 if (!top)
1368 { 1379 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1370 1381
1371 if (op->above) 1382 if (op->above)
1372 op->above->below = op; 1383 op->above->below = op;
1373 1384
1374 op->below = NULL; 1385 op->below = 0;
1375 op->ms ().bottom = op; 1386 ms.bot = op;
1376 } 1387 }
1377 else 1388 else
1378 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1379 op->above = top->above; 1390 op->above = top->above;
1380 1391
1383 1394
1384 op->below = top; 1395 op->below = top;
1385 top->above = op; 1396 top->above = op;
1386 } 1397 }
1387 1398
1388 if (op->above == NULL) 1399 if (!op->above)
1389 op->ms ().top = op; 1400 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1391 1402
1392 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1393 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1409
1410 op->map->dirty = true;
1394 1411
1395 /* If we have a floor, we know the player, if any, will be above 1412 /* If we have a floor, we know the player, if any, will be above
1396 * it, so save a few ticks and start from there. 1413 * it, so save a few ticks and start from there.
1397 */ 1414 */
1398 if (!(flag & INS_MAP_LOAD)) 1415 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1416 if (object *pl = ms.player ())
1400 if (pl->contr->ns) 1417 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1418 pl->contr->ns->floorbox_update ();
1402 1419
1403 /* If this object glows, it may affect lighting conditions that are 1420 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1421 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1422 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1423 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1424 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1425 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1426 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1427 * of effect may be sufficient.
1411 */ 1428 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1429 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1430 update_all_los (op->map, op->x, op->y);
1414 1431
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1432 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1433 update_object (op, UP_OBJ_INSERT);
1417 1434
1452{ 1469{
1453 object *tmp, *tmp1; 1470 object *tmp, *tmp1;
1454 1471
1455 /* first search for itself and remove any old instances */ 1472 /* first search for itself and remove any old instances */
1456 1473
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1476 tmp->destroy ();
1460 1477
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1478 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1479
1463 tmp1->x = op->x; 1480 tmp1->x = op->x;
1464 tmp1->y = op->y; 1481 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1482 insert_ob_in_map (tmp1, op->map, op, 0);
1483}
1484
1485object *
1486object::insert_at (object *where, object *originator, int flags)
1487{
1488 return where->map->insert (this, where->x, where->y, originator, flags);
1466} 1489}
1467 1490
1468/* 1491/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1493 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1494 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1495 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1496 * global static errmsg array.
1474 */ 1497 */
1475
1476object * 1498object *
1477get_split_ob (object *orig_ob, uint32 nr) 1499get_split_ob (object *orig_ob, uint32 nr)
1478{ 1500{
1479 object *newob; 1501 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1513 * 1535 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1537 */
1516
1517object * 1538object *
1518decrease_ob_nr (object *op, uint32 i) 1539decrease_ob_nr (object *op, uint32 i)
1519{ 1540{
1520 object *tmp; 1541 object *tmp;
1521 1542
1596 1617
1597/* 1618/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1619 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1620 * and also updates how much the environment(s) is/are carrying.
1600 */ 1621 */
1601
1602void 1622void
1603add_weight (object *op, signed long weight) 1623add_weight (object *op, signed long weight)
1604{ 1624{
1605 while (op != NULL) 1625 while (op != NULL)
1606 { 1626 {
1638 * inside the object environment. 1658 * inside the object environment.
1639 * 1659 *
1640 * The function returns now pointer to inserted item, and return value can 1660 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1661 * be != op, if items are merged. -Tero
1642 */ 1662 */
1643
1644object * 1663object *
1645object::insert (object *op) 1664object::insert (object *op)
1646{ 1665{
1647 object *tmp, *otmp; 1666 object *tmp, *otmp;
1648 1667
1703 if ((op->glow_radius != 0) && map) 1722 if ((op->glow_radius != 0) && map)
1704 { 1723 {
1705#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map)) 1727 if (map->darkness)
1709 update_all_los (map, x, y); 1728 update_all_los (map, x, y);
1710 } 1729 }
1711 1730
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function... 1732 * It sure simplifies this function...
1744 * 1763 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1766 * on top.
1748 */ 1767 */
1749
1750int 1768int
1751check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1752{ 1770{
1753 object *tmp; 1771 object *tmp;
1754 maptile *m = op->map; 1772 maptile *m = op->map;
1781 1799
1782 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1784 */ 1802 */
1785 1803
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1805 {
1788 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1808 * we don't need to check all of them.
1791 */ 1809 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1829 {
1812 1830
1813 float 1831 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1833
1816 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1837 diff /= 4.0;
1846/* 1864/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1850 */ 1868 */
1851
1852object * 1869object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1871{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1859 { 1873 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1875 return NULL;
1862 } 1876 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1879 if (tmp->arch == at)
1865 return tmp; 1880 return tmp;
1881
1866 return NULL; 1882 return NULL;
1867} 1883}
1868 1884
1869/* 1885/*
1870 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1873 */ 1889 */
1874
1875object * 1890object *
1876present (unsigned char type, maptile *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
1877{ 1892{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
1882 { 1894 {
1883 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1896 return NULL;
1885 } 1897 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1900 if (tmp->type == type)
1888 return tmp; 1901 return tmp;
1902
1889 return NULL; 1903 return NULL;
1890} 1904}
1891 1905
1892/* 1906/*
1893 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1896 */ 1910 */
1897
1898object * 1911object *
1899present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
1900{ 1913{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1915 if (tmp->type == type)
1906 return tmp; 1916 return tmp;
1917
1907 return NULL; 1918 return NULL;
1908} 1919}
1909 1920
1910/* 1921/*
1911 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1933 * to be unique.
1923 */ 1934 */
1924object * 1935object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1937{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1940 return tmp;
1932 1941
1933 return 0; 1942 return 0;
1934} 1943}
2035 } 2044 }
2036 2045
2037 if (!index) 2046 if (!index)
2038 return -1; 2047 return -1;
2039 2048
2040 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2041} 2050}
2042 2051
2043/* 2052/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2066{ 2075{
2067 arr += begin; 2076 arr += begin;
2068 end -= begin; 2077 end -= begin;
2069 2078
2070 while (--end) 2079 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2072} 2081}
2073 2082
2074/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2143 2152
2144 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2154 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2147 { 2156 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2151 break; 2160 break;
2152 2161
2153 if (tmp) 2162 if (tmp)
2210 2219
2211 return 3; 2220 return 3;
2212} 2221}
2213 2222
2214/* 2223/*
2215 * absdir(int): Returns a number between 1 and 8, which represent
2216 * the "absolute" direction of a number (it actually takes care of
2217 * "overflow" in previous calculations of a direction).
2218 */
2219
2220int
2221absdir (int d)
2222{
2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2229 return d;
2230}
2231
2232/*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2226 */
2236
2237int 2227int
2238dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2239{ 2229{
2240 int d; 2230 int d;
2241 2231
2407 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2408 2398
2409 return dst; 2399 return dst;
2410} 2400}
2411 2401
2412/* GROS - Creates an object using a string representing its content. */
2413/* Basically, we save the content of the string to a temp file, then call */
2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2415/* but it was simple to make and allows reusing the load_object function. */
2416/* Remember not to use load_object_str in a time-critical situation. */
2417/* Also remember that multiparts objects are not supported for now. */
2418object *
2419load_object_str (const char *obstr)
2420{
2421 object *op;
2422 char filename[MAX_BUF];
2423
2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2425
2426 FILE *tempfile = fopen (filename, "w");
2427
2428 if (tempfile == NULL)
2429 {
2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2431 return NULL;
2432 }
2433
2434 fprintf (tempfile, obstr);
2435 fclose (tempfile);
2436
2437 op = object::create ();
2438
2439 object_thawer thawer (filename);
2440
2441 if (thawer)
2442 load_object (thawer, op, 0);
2443
2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2445 CLEAR_FLAG (op, FLAG_REMOVED);
2446
2447 return op;
2448}
2449
2450/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2451 * has the same type and subtype match. 2403 * has the same type and subtype match.
2452 * returns NULL if no match. 2404 * returns NULL if no match.
2453 */ 2405 */
2454object * 2406object *
2507 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2508 return link->value; 2460 return link->value;
2509 2461
2510 return 0; 2462 return 0;
2511} 2463}
2512
2513 2464
2514/* 2465/*
2515 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2516 * 2467 *
2517 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2620 } 2571 }
2621 else 2572 else
2622 item = item->env; 2573 item = item->env;
2623} 2574}
2624 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2625// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2626const char * 2606const char *
2627object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2628{ 2608{
2609 char flagdesc[512];
2629 char info2[256 * 3]; 2610 char info2[256 * 4];
2630 char *p = info; 2611 char *p = info;
2631 2612
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2633 count, 2614 count, uuid.seq,
2634 &name, 2615 &name,
2635 title ? " " : "", 2616 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2637 2619
2638 if (env) 2620 if (env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2622
2641 if (map) 2623 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2625
2644 return info; 2626 return info;
2645} 2627}
2646 2628
2647const char * 2629const char *
2648object::debug_desc () const 2630object::debug_desc () const
2649{ 2631{
2650 static char info[256 * 3]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2651 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2652} 2636}
2653 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void
2658object::open_container (object *new_container)
2659{
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668#if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673#endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706}
2707
2708

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines