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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.185 by root, Fri Aug 24 01:23:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
297 return 0; 299 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 301 return 0;
300 } 302 }
301 303
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
304 { 305 {
305 ob1->optimise (); 306 ob1->optimise ();
306 ob2->optimise (); 307 ob2->optimise ();
307 308
308 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
309 return 0; 311 return 0;
310 } 312 }
311 313
312 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
313 return 1; 315 return 1;
314} 316}
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
376 */ 378 */
377
378object * 379object *
379get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
380{ 381{
381 object *tmp, *closest; 382 object *tmp, *closest;
382 int last_dist, i; 383 int last_dist, i;
390} 391}
391 392
392/* 393/*
393 * 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.
394 */ 395 */
395
396object * 396object *
397find_object (tag_t i) 397find_object (tag_t i)
398{ 398{
399 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
400 if (op->count == i) 400 if (op->count == i)
401 return op; 401 return op;
402 402
403 return 0; 403 return 0;
404} 404}
405 405
406/* 406/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
410 */ 410 */
411
412object * 411object *
413find_object_name (const char *str) 412find_object_name (const char *str)
414{ 413{
415 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
416 object *op; 415 object *op;
417 416
418 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
419 if (op->name == str_) 418 if (op->name == str_)
420 break; 419 break;
421 420
422 return op; 421 return op;
423} 422}
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
457static void 515static void
458free_key_values (object *op) 516free_key_values (object *op)
459{ 517{
460 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
461 { 519 {
462 key_value *next = i->next; 520 key_value *next = i->next;
463 delete i; 521 delete i;
464 522
465 i = next; 523 i = next;
466 } 524 }
467 525
468 op->key_values = 0; 526 op->key_values = 0;
469} 527}
470 528
471/* 529object &
472 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 531{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
484 534
485 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
486 536
487 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 539
496 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
497 if (key_values) 541 if (src.key_values)
498 { 542 {
499 key_value *tail = 0; 543 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 544 key_values = 0;
503 545
504 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
505 { 547 {
506 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
507 549
508 new_link->next = 0; 550 new_link->next = 0;
509 new_link->key = i->key; 551 new_link->key = i->key;
510 new_link->value = i->value; 552 new_link->value = i->value;
511 553
512 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
513 if (!dst->key_values) 555 if (!key_values)
514 { 556 {
515 dst->key_values = new_link; 557 key_values = new_link;
516 tail = new_link; 558 tail = new_link;
517 } 559 }
518 else 560 else
519 { 561 {
520 tail->next = new_link; 562 tail->next = new_link;
521 tail = new_link; 563 tail = new_link;
522 } 564 }
523 } 565 }
524 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
525 584
526 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
527} 605}
528 606
529object * 607object *
530object::clone () 608object::clone ()
531{ 609{
564 } 642 }
565 643
566 this->speed = speed; 644 this->speed = speed;
567 645
568 if (has_active_speed ()) 646 if (has_active_speed ())
569 activate (false); 647 activate ();
570 else 648 else
571 deactivate (false); 649 deactivate ();
572} 650}
573 651
574/* 652/*
575 * update_object() updates the the map. 653 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
590 */ 668 */
591void 669void
592update_object (object *op, int action) 670update_object (object *op, int action)
593{ 671{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 672 if (op == NULL)
597 { 673 {
598 /* this should never happen */ 674 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 676 return;
624 return; 700 return;
625 } 701 }
626 702
627 mapspace &m = op->ms (); 703 mapspace &m = op->ms ();
628 704
629 if (m.flags_ & P_NEED_UPDATE) 705 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 706 /* nop */;
631 else if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
632 { 708 {
633 // this is likely overkill, TODO: revisit (schmorp) 709 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 720 * to have move_allow right now.
645 */ 721 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 724 m.flags_ = 0;
649 } 725 }
650 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 728 * that is being removed.
653 */ 729 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 731 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
658 else 734 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 736
661 if (op->more) 737 if (op->more)
662 update_object (op->more, action); 738 update_object (op->more, action);
663} 739}
664 740
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 741object::object ()
669{ 742{
670 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
671 744
672 expmul = 1.0; 745 expmul = 1.0;
673 face = blank_face; 746 face = blank_face;
674} 747}
675 748
676object::~object () 749object::~object ()
677{ 750{
751 unlink ();
752
678 free_key_values (this); 753 free_key_values (this);
679} 754}
680 755
756static int object_count;
757
681void object::link () 758void object::link ()
682{ 759{
683 count = ++ob_count; 760 assert (!index);//D
684 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
685 763
686 prev = 0; 764 refcnt_inc ();
687 next = object::first; 765 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 766}
694 767
695void object::unlink () 768void object::unlink ()
696{ 769{
697 if (this == object::first) 770 if (!index)
698 object::first = next; 771 return;
699 772
700 /* Remove this object from the list of used objects */ 773 objects.erase (this);
701 if (prev) prev->next = next; 774 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 775}
707 776
708void 777void
709object::activate (bool recursive) 778object::activate ()
710{ 779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
711 if (has_active_speed ()) 784 if (has_active_speed ())
712 { 785 actives.insert (this);
713 /* If already on active list, don't do anything */ 786}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 787
717 /* process_events() expects us to insert the object at the beginning 788void
718 * of the list. */ 789object::activate_recursive ()
719 active_next = active_objects; 790{
791 activate ();
720 792
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 793 for (object *op = inv; op; op = op->below)
729 op->activate (1); 794 op->activate_recursive ();
730} 795}
731 796
732/* This function removes object 'op' from the list of active 797/* This function removes object 'op' from the list of active
733 * objects. 798 * objects.
734 * This should only be used for style maps or other such 799 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 801 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 802 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 803 * will do the right thing based on the speed of the object.
739 */ 804 */
740void 805void
741object::deactivate (bool recursive) 806object::deactivate ()
742{ 807{
743 /* If not on the active list, nothing needs to be done */ 808 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 809 if (!active)
745 return; 810 return;
746 811
747 if (active_prev == 0) 812 actives.erase (this);
748 { 813}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 814
760 active_next = 0; 815void
761 active_prev = 0; 816object::deactivate_recursive ()
762 817{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
765 op->deactivate (1); 821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
766} 832}
767 833
768/* 834/*
769 * Remove and free all objects in the inventory of the given object. 835 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 836 * object.c ?
785 * drop on that space. 851 * drop on that space.
786 */ 852 */
787 if (!drop_to_ground 853 if (!drop_to_ground
788 || !map 854 || !map
789 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
791 { 858 {
792 while (inv) 859 while (inv)
793 { 860 {
794 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
803 870
804 if (op->flag [FLAG_STARTEQUIP] 871 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 872 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 873 || op->type == RUNE
807 || op->type == TRAP 874 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 877 op->destroy ();
810 else 878 else
811 map->insert (op, x, y); 879 map->insert (op, x, y);
812 } 880 }
813 } 881 }
821} 889}
822 890
823void 891void
824object::do_destroy () 892object::do_destroy ()
825{ 893{
894 attachable::do_destroy ();
895
826 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 897 remove_button_link (this);
828 898
829 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 900 remove_friendly_object (this);
831 901
832 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
833 remove (); 903 remove ();
834 904
835 if (flag [FLAG_FREED]) 905 destroy_inv (true);
836 return;
837 906
838 set_speed (0); 907 deactivate ();
908 unlink ();
839 909
840 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 911
847 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
848 { 913 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 915
855 freed_map->name = "/internal/freed_objects_map"; 920 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 921 freed_map->width = 3;
857 freed_map->height = 3; 922 freed_map->height = 3;
858 923
859 freed_map->alloc (); 924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
860 } 926 }
861 927
862 map = freed_map; 928 map = freed_map;
863 x = 1; 929 x = 1;
864 y = 1; 930 y = 1;
865 } 931 }
866 932
867 head = 0;
868
869 if (more) 933 if (more)
870 { 934 {
871 more->destroy (); 935 more->destroy ();
872 more = 0; 936 more = 0;
873 } 937 }
874 938
939 head = 0;
940
875 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
876 owner = 0; 942 owner = 0;
877 enemy = 0; 943 enemy = 0;
878 attacked_by = 0; 944 attacked_by = 0;
879 945 current_weapon = 0;
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 946}
883 947
884void 948void
885object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
886{ 950{
887 if (destroyed ()) 951 if (destroyed ())
888 return; 952 return;
889 953
890 if (destroy_inventory) 954 if (destroy_inventory)
891 destroy_inv (false); 955 destroy_inv (false);
956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
892 962
893 attachable::destroy (); 963 attachable::destroy ();
894} 964}
895 965
896/* 966/*
914 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
915 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
918 * the previous environment. 988 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 989 */
921void 990void
922object::remove () 991object::do_remove ()
923{ 992{
924 object *tmp, *last = 0; 993 object *tmp, *last = 0;
925 object *otmp; 994 object *otmp;
926 995
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 1039 }
971 else if (map) 1040 else if (map)
972 { 1041 {
973 if (type == PLAYER) 1042 if (type == PLAYER)
974 { 1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
975 --map->players; 1050 --map->players;
976 map->last_access = runtime; 1051 map->touch ();
977 } 1052 }
978 1053
1054 map->dirty = true;
1055 mapspace &ms = this->ms ();
979 1056
980 /* link the object above us */ 1057 /* link the object above us */
981 if (above) 1058 if (above)
982 above->below = below; 1059 above->below = below;
983 else 1060 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
985 1062
986 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
987 if (below) 1064 if (below)
988 below->above = above; 1065 below->above = above;
989 else 1066 else
991 /* Nothing below, which means we need to relink map object for this space 1068 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is 1069 * use translated coordinates in case some oddness with map tiling is
993 * evident 1070 * evident
994 */ 1071 */
995 if (GET_MAP_OB (map, x, y) != this) 1072 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "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); 1073 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 ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 1074
1006 map->at (x, y).bot = above; /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1007 } 1076 }
1008 1077
1009 above = 0; 1078 above = 0;
1010 below = 0; 1079 below = 0;
1011 1080
1012 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1013 return; 1082 return;
1014 1083
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1099 {
1019 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1020 * being removed. 1101 * being removed.
1021 */ 1102 */
1022
1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1025 /* If a container that the player is currently using somehow gets
1026 * removed (most likely destroyed), update the player view
1027 * appropriately.
1028 */
1029 if (tmp->container == this)
1030 {
1031 flag [FLAG_APPLIED] = 0;
1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1037 }
1038 1103
1039 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1040 if (check_walk_off 1105 if (check_walk_off
1041 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 1110
1046 if (destroyed ()) 1111 if (destroyed ())
1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1048 } 1113 }
1049 1114
1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1052 if (tmp->above == tmp)
1053 tmp->above = 0;
1054
1055 last = tmp; 1115 last = tmp;
1056 } 1116 }
1057 1117
1058 /* last == NULL if there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1119 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1120 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1121 map->at (x, y).flags_ = 0;
1062 else 1122 else
1063 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1064 1124
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1126 update_all_los (map, x, y);
1102 } 1162 }
1103 1163
1104 return 0; 1164 return 0;
1105} 1165}
1106 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1107/* 1190/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1110 */ 1193 */
1111object * 1194object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1196{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 { 1198 {
1116 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1117 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1118 } 1201 }
1119 1202
1120 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1121} 1204}
1122 1205
1141 * just 'op' otherwise 1224 * just 'op' otherwise
1142 */ 1225 */
1143object * 1226object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1146 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1147 sint16 x, y;
1148 1232
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154
1155 if (!m)
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1160 return op;
1161 }
1162 1234
1163 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1164 { 1236 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1167#ifdef MANY_CORES 1238#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted. 1241 * improperly inserted.
1171 */ 1242 */
1172 abort (); 1243 abort ();
1173#endif 1244#endif
1174 free (dump);
1175 return op; 1245 return op;
1176 } 1246 }
1177 1247
1178 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1179 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op; 1250 return 0;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more;
1191
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1209 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1212 return 0;
1213 }
1214 }
1215 1251
1216 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1217 1253
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1256 * need extra work
1221 */ 1257 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1259 return 0;
1224 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1225 1263
1226 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1227 */ 1265 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1231 { 1269 {
1232 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1271 tmp->destroy ();
1234 } 1272 }
1251 op->below = originator->below; 1289 op->below = originator->below;
1252 1290
1253 if (op->below) 1291 if (op->below)
1254 op->below->above = op; 1292 op->below->above = op;
1255 else 1293 else
1256 op->ms ().bot = op; 1294 ms.bot = op;
1257 1295
1258 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1259 originator->below = op; 1297 originator->below = op;
1260 } 1298 }
1261 else 1299 else
1262 { 1300 {
1301 top = ms.bot;
1302
1263 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1305 {
1266 object *last = 0; 1306 object *last = 0;
1267 1307
1268 /* 1308 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1275 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1279 */ 1319 */
1280 while (top) 1320 for (top = ms.bot; top; top = top->above)
1281 { 1321 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1323 floor = top;
1284 1324
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1288 top = top->below; 1328 top = top->below;
1289 break; 1329 break;
1290 } 1330 }
1291 1331
1292 last = top; 1332 last = top;
1293 top = top->above;
1294 } 1333 }
1295 1334
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1336 top = last;
1298 1337
1300 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1302 */ 1341 */
1303 1342
1304 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1347 * stacking is a bit odd.
1309 */ 1348 */
1310 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1312 { 1352 {
1313 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1355 break;
1356
1316 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1360 * set top to the object below us.
1320 */ 1361 */
1321 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1322 top = last->below; 1363 top = last->below;
1323 } 1364 }
1324 } /* If objects on this space */ 1365 } /* If objects on this space */
1325
1326 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1328 1368
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1370 top = floor;
1331 1371
1332 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1373 */
1334 1374
1335 /* First object on this space */ 1375 /* First object on this space */
1336 if (!top) 1376 if (!top)
1337 { 1377 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1339 1379
1340 if (op->above) 1380 if (op->above)
1341 op->above->below = op; 1381 op->above->below = op;
1342 1382
1343 op->below = 0; 1383 op->below = 0;
1344 op->ms ().bot = op; 1384 ms.bot = op;
1345 } 1385 }
1346 else 1386 else
1347 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1348 op->above = top->above; 1388 op->above = top->above;
1349 1389
1353 op->below = top; 1393 op->below = top;
1354 top->above = op; 1394 top->above = op;
1355 } 1395 }
1356 1396
1357 if (!op->above) 1397 if (!op->above)
1358 op->ms ().top = op; 1398 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1360 1400
1361 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1362 { 1402 {
1363 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1364 ++op->map->players; 1404 ++op->map->players;
1365 op->map->last_access = runtime; 1405 op->map->touch ();
1366 } 1406 }
1367 1407
1368 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1409
1370 */
1371 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1411 if (object *pl = ms.player ())
1373 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1375 1413
1376 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1421 * of effect may be sufficient.
1384 */ 1422 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1387 1425
1398 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1437 * update_object().
1400 */ 1438 */
1401 1439
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1442 {
1405 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1406 return 0; 1444 return 0;
1407 1445
1408 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1447 * walk on's.
1410 */ 1448 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1413 return 0; 1451 return 0;
1414 } 1452 }
1415 1453
1416 return op; 1454 return op;
1425{ 1463{
1426 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1427 1465
1428 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1429 1467
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1470 tmp->destroy ();
1433 1471
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1473
1436 tmp1->x = op->x; 1474 tmp1->x = op->x;
1439} 1477}
1440 1478
1441object * 1479object *
1442object::insert_at (object *where, object *originator, int flags) 1480object::insert_at (object *where, object *originator, int flags)
1443{ 1481{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1482 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1483}
1446 1484
1447/* 1485/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1491 * 1529 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1531 */
1494
1495object * 1532object *
1496decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1497{ 1534{
1498 object *tmp; 1535 object *tmp;
1499 1536
1574 1611
1575/* 1612/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1578 */ 1615 */
1579
1580void 1616void
1581add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1582{ 1618{
1583 while (op != NULL) 1619 while (op != NULL)
1584 { 1620 {
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1636 free (dump);
1601 return op; 1637 return op;
1602 } 1638 }
1603 1639
1604 if (where->head) 1640 if (where->head_ () != where)
1605 { 1641 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1643 where = where->head;
1608 } 1644 }
1609 1645
1610 return where->insert (op); 1646 return where->insert (op);
1611} 1647}
1616 * inside the object environment. 1652 * inside the object environment.
1617 * 1653 *
1618 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1620 */ 1656 */
1621
1622object * 1657object *
1623object::insert (object *op) 1658object::insert (object *op)
1624{ 1659{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove (); 1661 op->remove ();
1629 1662
1630 if (op->more) 1663 if (op->more)
1631 { 1664 {
1633 return op; 1666 return op;
1634 } 1667 }
1635 1668
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1638 if (op->nrof) 1672 if (op->nrof)
1639 { 1673 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1642 { 1676 {
1643 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1678 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1664 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1665 } 1699 }
1666 else 1700 else
1667 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1668 1702
1669 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats (); 1705 otmp->update_stats ();
1673 1706
1707 op->owner = 0; // its his/hers now. period.
1674 op->map = 0; 1708 op->map = 0;
1675 op->env = this; 1709 op->env = this;
1676 op->above = 0; 1710 op->above = 0;
1677 op->below = 0; 1711 op->below = 0;
1678 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1679 1713
1680 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1682 { 1716 {
1683#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1686 if (map->darkness) 1720 if (map->darkness)
1758 1792
1759 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1761 */ 1795 */
1762 1796
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1798 {
1765 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1801 * we don't need to check all of them.
1768 */ 1802 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1822 {
1789 1823
1790 float 1824 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1826
1793 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1830 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1827 */ 1861 */
1828object * 1862object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1864{
1831 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1832 { 1866 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1868 return NULL;
1835 } 1869 }
1836 1870
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1872 if (tmp->arch == at)
1839 return tmp; 1873 return tmp;
1840 1874
1841 return NULL; 1875 return NULL;
1842} 1876}
1853 { 1887 {
1854 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1889 return NULL;
1856 } 1890 }
1857 1891
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1893 if (tmp->type == type)
1860 return tmp; 1894 return tmp;
1861 1895
1862 return NULL; 1896 return NULL;
1863} 1897}
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 { 1975 {
1942 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1944 } 1978 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1979}
1959 1980
1960/* 1981/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2003 } 2024 }
2004 2025
2005 if (!index) 2026 if (!index)
2006 return -1; 2027 return -1;
2007 2028
2008 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2009} 2030}
2010 2031
2011/* 2032/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2034{ 2055{
2035 arr += begin; 2056 arr += begin;
2036 end -= begin; 2057 end -= begin;
2037 2058
2038 while (--end) 2059 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2060 swap (arr [end], arr [rndm (end + 1)]);
2040} 2061}
2041 2062
2042/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2101 object *tmp;
2081 maptile *mp; 2102 maptile *mp;
2082 2103
2083 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2084 2105
2085 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2086 { 2107 {
2087 exclude = exclude->head; 2108 exclude = exclude->head;
2088 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2089 } 2110 }
2090 else 2111 else
2113 max = maxfree[i]; 2134 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2115 { 2136 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2140 break;
2120 2141
2121 if (tmp) 2142 if (tmp)
2122 return freedir[i]; 2143 return freedir[i];
2123 } 2144 }
2178 2199
2179 return 3; 2200 return 3;
2180} 2201}
2181 2202
2182/* 2203/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2206 */
2204
2205int 2207int
2206dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2207{ 2209{
2208 int d; 2210 int d;
2209 2211
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2325 * core dumps if they do.
2324 * 2326 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2328 */
2327
2328int 2329int
2329can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2330{ 2331{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2337 * create clone from object to another 2338 * create clone from object to another
2338 */ 2339 */
2339object * 2340object *
2340object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2341{ 2342{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2343 2344
2344 if (!asrc) 2345 if (!asrc)
2345 return 0; 2346 return 0;
2346 2347
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2348 src = asrc->head_ ();
2350 2349
2351 prev = 0; 2350 prev = 0;
2352 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2353 { 2352 {
2354 tmp = part->clone (); 2353 tmp = part->clone ();
2355 tmp->x -= src->x; 2354 tmp->x -= src->x;
2356 tmp->y -= src->y; 2355 tmp->y -= src->y;
2357 2356
2375 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2376 2375
2377 return dst; 2376 return dst;
2378} 2377}
2379 2378
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2380 * has the same type and subtype match.
2420 * returns NULL if no match. 2381 * returns NULL if no match.
2421 */ 2382 */
2422object * 2383object *
2475 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2476 return link->value; 2437 return link->value;
2477 2438
2478 return 0; 2439 return 0;
2479} 2440}
2480
2481 2441
2482/* 2442/*
2483 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2484 * 2444 *
2485 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2472 * we get this value back again.
2513 */ 2473 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2475 field->value = 0;
2516 else 2476 else
2517 { 2477 {
2518 if (last) 2478 if (last)
2519 last->next = field->next; 2479 last->next = field->next;
2588 } 2548 }
2589 else 2549 else
2590 item = item->env; 2550 item = item->env;
2591} 2551}
2592 2552
2593
2594const char * 2553const char *
2595object::flag_desc (char *desc, int len) const 2554object::flag_desc (char *desc, int len) const
2596{ 2555{
2597 char *p = desc; 2556 char *p = desc;
2598 bool first = true; 2557 bool first = true;
2558
2559 *p = 0;
2599 2560
2600 for (int i = 0; i < NUM_FLAGS; i++) 2561 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2562 {
2602 if (len <= 10) // magic constant! 2563 if (len <= 10) // magic constant!
2603 { 2564 {
2604 snprintf (p, len, ",..."); 2565 snprintf (p, len, ",...");
2605 break; 2566 break;
2606 } 2567 }
2607 2568
2608 if (flag[i]) 2569 if (flag [i])
2609 { 2570 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2572 len -= cnt;
2612 p += cnt; 2573 p += cnt;
2613 first = false; 2574 first = false;
2615 } 2576 }
2616 2577
2617 return desc; 2578 return desc;
2618} 2579}
2619 2580
2620// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2621const char * 2582const char *
2622object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2623{ 2584{
2624 char flagdesc[512]; 2585 char flagdesc[512];
2625 char info2[256 * 4]; 2586 char info2[256 * 4];
2626 char *p = info; 2587 char *p = info;
2627 2588
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2590 count, uuid.seq,
2630 &name, 2591 &name,
2631 title ? "\",title:" : "", 2592 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2634 2595
2635 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637 2598
2638 if (map) 2599 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640 2601
2642} 2603}
2643 2604
2644const char * 2605const char *
2645object::debug_desc () const 2606object::debug_desc () const
2646{ 2607{
2647 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2648 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2649} 2612}
2650 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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