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Comparing deliantra/server/common/object.C (file contents):
Revision 1.56 by root, Sun Dec 3 02:04:57 2006 UTC vs.
Revision 1.131 by root, Sat Feb 10 15:20:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
377 */ 361 */
378 362
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
408} 392}
409 393
410/* 394/*
411 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
418 if (op->count == i) 401 if (op->count == i)
419 return op; 402 return op;
420 403
421 return 0; 404 return 0;
422} 405}
423 406
424/* 407/*
425 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
428 */ 411 */
429
430object * 412object *
431find_object_name (const char *str) 413find_object_name (const char *str)
432{ 414{
433 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
434 object *op; 416 object *op;
435 417
436 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
437 if (op->name == str_) 419 if (op->name == str_)
438 break; 420 break;
439 421
440 return op; 422 return op;
441} 423}
484 } 466 }
485 467
486 op->key_values = 0; 468 op->key_values = 0;
487} 469}
488 470
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 471/*
541 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 477 * will point at garbage.
547 */ 478 */
548void 479void
549copy_object (object *op2, object *op) 480object::copy_to (object *dst)
550{ 481{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 484
554 op2->clone (op); 485 *(object_copy *)dst = *this;
555 486
556 if (is_freed) 487 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
558 if (is_removed) 490 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
560 492
561 if (op2->speed < 0) 493 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
563 495
564 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
565 if (op2->key_values) 497 if (key_values)
566 { 498 {
567 key_value *tail = 0; 499 key_value *tail = 0;
568 key_value *i; 500 key_value *i;
569 501
570 op->key_values = 0; 502 dst->key_values = 0;
571 503
572 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
573 { 505 {
574 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
575 507
576 new_link->next = 0; 508 new_link->next = 0;
577 new_link->key = i->key; 509 new_link->key = i->key;
578 new_link->value = i->value; 510 new_link->value = i->value;
579 511
580 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
581 if (!op->key_values) 513 if (!dst->key_values)
582 { 514 {
583 op->key_values = new_link; 515 dst->key_values = new_link;
584 tail = new_link; 516 tail = new_link;
585 } 517 }
586 else 518 else
587 { 519 {
588 tail->next = new_link; 520 tail->next = new_link;
589 tail = new_link; 521 tail = new_link;
590 } 522 }
591 } 523 }
592 } 524 }
593 525
594 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
595} 535}
596 536
597/* 537/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
601 */ 541 */
602
603void 542void
604update_turn_face (object *op) 543update_turn_face (object *op)
605{ 544{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 546 return;
547
608 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
610} 550}
611 551
612/* 552/*
613 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
616 */ 556 */
617void 557void
618update_ob_speed (object *op) 558object::set_speed (float speed)
619{ 559{
620 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 561 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 563 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 564 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 565
645 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 567
649 if (op->active_next != NULL) 568 if (has_active_speed ())
650 op->active_next->active_prev = op; 569 activate ();
651
652 active_objects = op;
653 }
654 else 570 else
655 { 571 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 572}
679 573
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 574/*
712 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 578 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
719 * 582 *
720 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 584 * current action are:
726 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
731 */ 590 */
732
733void 591void
734update_object (object *op, int action) 592update_object (object *op, int action)
735{ 593{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
738 595
739 if (op == NULL) 596 if (op == NULL)
740 { 597 {
741 /* this should never happen */ 598 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 600 return;
744 } 601 }
745 602
746 if (op->env != NULL) 603 if (op->env)
747 { 604 {
748 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
749 * to do in this case. 606 * to do in this case.
750 */ 607 */
751 return; 608 return;
756 */ 613 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 615 return;
759 616
760 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 619 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 621#ifdef MANY_CORES
765 abort (); 622 abort ();
766#endif 623#endif
767 return; 624 return;
768 } 625 }
769 626
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
777 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
778 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 644 * to have move_allow right now.
802 */ 645 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 648 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 649 }
809 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 652 * that is being removed.
812 */ 653 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 655 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
817 else 658 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 660
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 661 if (op->more)
827 update_object (op->more, action); 662 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 663}
853 664
854object::object () 665object::object ()
855{ 666{
856 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 670 face = blank_face;
860} 671}
861 672
862object::~object () 673object::~object ()
863{ 674{
675 unlink ();
676
864 free_key_values (this); 677 free_key_values (this);
865} 678}
866 679
680static int object_count;
681
867void object::link () 682void object::link ()
868{ 683{
869 count = ++ob_count; 684 assert (!index);//D
870 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
871 687
872 prev = 0; 688 refcnt_inc ();
873 next = object::first; 689 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 690}
880 691
881void object::unlink () 692void object::unlink ()
882{ 693{
883 if (this == object::first) 694 if (!index)
884 object::first = next; 695 return;
885 696
886 /* Remove this object from the list of used objects */ 697 objects.erase (this);
887 if (prev) prev->next = next; 698 refcnt_dec ();
888 if (next) next->prev = prev; 699}
889 700
890 prev = 0; 701void
891 next = 0; 702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756}
757
758/*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
892} 806}
893 807
894object *object::create () 808object *object::create ()
895{ 809{
896 object *op = new object; 810 object *op = new object;
897 op->link (); 811 op->link ();
898 return op; 812 return op;
899} 813}
900 814
901/* 815void
902 * free_object() frees everything allocated by an object, removes 816object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 817{
913 if (QUERY_FLAG (this, FLAG_FREED)) 818 attachable::do_destroy ();
914 return;
915 819
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 {
917 remove_friendly_object (this); 825 remove_friendly_object (this);
918 826
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
920 remove_ob (this); 835 remove ();
921 836
922 SET_FLAG (this, FLAG_FREED); 837 destroy_inv (true);
838
839 deactivate ();
840 unlink ();
841
842 flag [FLAG_FREED] = 1;
923 843
924 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
925 { 845 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes 846 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 847
931 851
932 freed_map->name = "/internal/freed_objects_map"; 852 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3; 853 freed_map->width = 3;
934 freed_map->height = 3; 854 freed_map->height = 3;
935 855
936 freed_map->allocate (); 856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
937 } 858 }
938 859
939 map = freed_map; 860 map = freed_map;
940 x = 1; 861 x = 1;
941 y = 1; 862 y = 1;
942 } 863 }
943 864
865 head = 0;
866
944 if (more) 867 if (more)
945 { 868 {
946 more->destroy (destroy_inventory); 869 more->destroy ();
947 more = 0; 870 more = 0;
948 }
949
950 if (inv)
951 {
952 /* Only if the space blocks everything do we not process -
953 * if some form of movement is allowed, let objects
954 * drop on that space.
955 */
956 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
957 {
958 object *op = inv;
959
960 while (op)
961 {
962 object *tmp = op->below;
963 op->destroy (destroy_inventory);
964 op = tmp;
965 }
966 }
967 else
968 { /* Put objects in inventory onto this space */
969 object *op = inv;
970
971 while (op)
972 {
973 object *tmp = op->below;
974
975 remove_ob (op);
976
977 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
978 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
979 free_object (op);
980 else
981 {
982 op->x = x;
983 op->y = y;
984 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
985 }
986
987 op = tmp;
988 }
989 }
990 } 871 }
991 872
992 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
993 owner = 0; 874 owner = 0;
994 enemy = 0; 875 enemy = 0;
995 attacked_by = 0; 876 attacked_by = 0;
877}
996 878
997 // only relevant for players(?), but make sure of it anyways 879void
998 contr = 0; 880object::destroy (bool destroy_inventory)
881{
882 if (destroyed ())
883 return;
999 884
1000 /* Remove object from the active list */ 885 if (destroy_inventory)
1001 speed = 0; 886 destroy_inv (false);
1002 update_ob_speed (this);
1003 887
1004 unlink (); 888 attachable::destroy ();
1005
1006 mortals.push_back (this);
1007} 889}
1008 890
1009/* 891/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 892 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 893 * weight of an object (and what is carried by it's environment(s)).
1012 */ 894 */
1013
1014void 895void
1015sub_weight (object *op, signed long weight) 896sub_weight (object *op, signed long weight)
1016{ 897{
1017 while (op != NULL) 898 while (op != NULL)
1018 { 899 {
1022 op->carrying -= weight; 903 op->carrying -= weight;
1023 op = op->env; 904 op = op->env;
1024 } 905 }
1025} 906}
1026 907
1027/* remove_ob(op): 908/* op->remove ():
1028 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 913 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 914 */
1035
1036void 915void
1037remove_ob (object *op) 916object::do_remove ()
1038{ 917{
1039 object *tmp, *last = 0; 918 object *tmp, *last = 0;
1040 object *otmp; 919 object *otmp;
1041 920
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 922 return;
1049 923
1050 SET_FLAG (op, FLAG_REMOVED); 924 SET_FLAG (this, FLAG_REMOVED);
925 INVOKE_OBJECT (REMOVE, this);
1051 926
1052 if (op->more != NULL) 927 if (more)
1053 remove_ob (op->more); 928 more->remove ();
1054 929
1055 /* 930 /*
1056 * In this case, the object to be removed is in someones 931 * In this case, the object to be removed is in someones
1057 * inventory. 932 * inventory.
1058 */ 933 */
1059 if (op->env != NULL) 934 if (env)
1060 { 935 {
1061 if (op->nrof) 936 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 937 sub_weight (env, weight * nrof);
1063 else 938 else
1064 sub_weight (op->env, op->weight + op->carrying); 939 sub_weight (env, weight + carrying);
1065 940
1066 /* NO_FIX_PLAYER is set when a great many changes are being 941 /* NO_FIX_PLAYER is set when a great many changes are being
1067 * made to players inventory. If set, avoiding the call 942 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 943 * to save cpu time.
1069 */ 944 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp); 946 otmp->update_stats ();
1072 947
1073 if (op->above != NULL) 948 if (above)
1074 op->above->below = op->below; 949 above->below = below;
1075 else 950 else
1076 op->env->inv = op->below; 951 env->inv = below;
1077 952
1078 if (op->below != NULL) 953 if (below)
1079 op->below->above = op->above; 954 below->above = above;
1080 955
1081 /* we set up values so that it could be inserted into 956 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 957 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 958 * to the caller to decide what we want to do.
1084 */ 959 */
1085 op->x = op->env->x, op->y = op->env->y; 960 x = env->x, y = env->y;
1086 op->map = op->env->map; 961 map = env->map;
1087 op->above = NULL, op->below = NULL; 962 above = 0, below = 0;
1088 op->env = NULL; 963 env = 0;
1089 } 964 }
1090 else if (op->map) 965 else if (map)
1091 { 966 {
1092 x = op->x; 967 if (type == PLAYER)
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 } 968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
1106 974
1107 if (op->map != m) 975 --map->players;
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 976 map->touch ();
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */ 977 }
978
979 map->dirty = true;
980 mapspace &ms = this->ms ();
1114 981
1115 /* link the object above us */ 982 /* link the object above us */
1116 if (op->above) 983 if (above)
1117 op->above->below = op->below; 984 above->below = below;
1118 else 985 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 986 ms.top = below; /* we were top, set new top */
1120 987
1121 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1122 if (op->below) 989 if (below)
1123 op->below->above = op->above; 990 below->above = above;
1124 else 991 else
1125 { 992 {
1126 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1127 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1128 * evident 995 * evident
1129 */ 996 */
1130 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 998 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1135 free (dump); 999
1136 dump = dump_object (GET_MAP_OB (m, x, y)); 1000 ms.bot = above; /* goes on above it. */
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 } 1001 }
1140 1002
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1142 }
1143
1144 op->above = 0; 1003 above = 0;
1145 op->below = 0; 1004 below = 0;
1146 1005
1147 if (op->map->in_memory == MAP_SAVING) 1006 if (map->in_memory == MAP_SAVING)
1148 return; 1007 return;
1149 1008
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1009 int check_walk_off = !flag [FLAG_NO_APPLY];
1151 1010
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1011 for (tmp = ms.bot; tmp; tmp = tmp->above)
1153 { 1012 {
1154 /* No point updating the players look faces if he is the object 1013 /* No point updating the players look faces if he is the object
1155 * being removed. 1014 * being removed.
1156 */ 1015 */
1157 1016
1158 if (tmp->type == PLAYER && tmp != op) 1017 if (tmp->type == PLAYER && tmp != this)
1159 { 1018 {
1160 /* If a container that the player is currently using somehow gets 1019 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view 1020 * removed (most likely destroyed), update the player view
1162 * appropriately. 1021 * appropriately.
1163 */ 1022 */
1164 if (tmp->container == op) 1023 if (tmp->container == this)
1165 { 1024 {
1166 CLEAR_FLAG (op, FLAG_APPLIED); 1025 flag [FLAG_APPLIED] = 0;
1167 tmp->container = NULL; 1026 tmp->container = 0;
1168 } 1027 }
1169 1028
1170 tmp->contr->socket.update_look = 1; 1029 if (tmp->contr->ns)
1030 tmp->contr->ns->floorbox_update ();
1171 } 1031 }
1172 1032
1173 /* See if player moving off should effect something */ 1033 /* See if object moving off should effect something */
1174 if (check_walk_off 1034 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1035 && ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 { 1037 {
1178 move_apply (tmp, op, NULL); 1038 move_apply (tmp, this, 0);
1179 1039
1180 if (op->destroyed ()) 1040 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1041 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1042 }
1183 1043
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185 1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1186 if (tmp->above == tmp) 1046 if (tmp->above == tmp)
1187 tmp->above = NULL; 1047 tmp->above = 0;
1188 1048
1189 last = tmp; 1049 last = tmp;
1190 } 1050 }
1191 1051
1192 /* last == NULL of there are no objects on this space */ 1052 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object?
1193 if (last == NULL) 1054 if (!last)
1194 { 1055 map->at (x, y).flags_ = 0;
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else 1056 else
1204 update_object (last, UP_OBJ_REMOVE); 1057 update_object (last, UP_OBJ_REMOVE);
1205 1058
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1059 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1060 update_all_los (map, x, y);
1208 } 1061 }
1209} 1062}
1210 1063
1211/* 1064/*
1212 * merge_ob(op,top): 1065 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1073merge_ob (object *op, object *top)
1221{ 1074{
1222 if (!op->nrof) 1075 if (!op->nrof)
1223 return 0; 1076 return 0;
1224 1077
1225 if (top == NULL) 1078 if (top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1079 for (top = op; top && top->above; top = top->above)
1080 ;
1227 1081
1228 for (; top != NULL; top = top->below) 1082 for (; top; top = top->below)
1229 { 1083 {
1230 if (top == op) 1084 if (top == op)
1231 continue; 1085 continue;
1232 if (CAN_MERGE (op, top)) 1086
1087 if (object::can_merge (op, top))
1233 { 1088 {
1234 top->nrof += op->nrof; 1089 top->nrof += op->nrof;
1235 1090
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1091/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1092 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1093 op->destroy ();
1239 free_object (op);
1240 return top; 1094 return top;
1241 } 1095 }
1242 } 1096 }
1243 1097
1244 return 0; 1098 return 0;
1245} 1099}
1246 1100
1247/* 1101/*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1249 * job preparing multi-part monsters 1103 * job preparing multi-part monsters.
1250 */ 1104 */
1251object * 1105object *
1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{ 1107{
1254 object *tmp;
1255
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more) 1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1109 {
1261 tmp->x = x + tmp->arch->clone.x; 1110 tmp->x = x + tmp->arch->clone.x;
1262 tmp->y = y + tmp->arch->clone.y; 1111 tmp->y = y + tmp->arch->clone.y;
1263 } 1112 }
1264 1113
1283 * Return value: 1132 * Return value:
1284 * new object if 'op' was merged with other object 1133 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1134 * NULL if 'op' was destroyed
1286 * just 'op' otherwise 1135 * just 'op' otherwise
1287 */ 1136 */
1288
1289object * 1137object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1139{
1292 object *tmp, *top, *floor = NULL; 1140 object *tmp, *top, *floor = NULL;
1293 sint16 x, y;
1294 1141
1295 if (QUERY_FLAG (op, FLAG_FREED)) 1142 if (QUERY_FLAG (op, FLAG_FREED))
1296 { 1143 {
1297 LOG (llevError, "Trying to insert freed object!\n"); 1144 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL; 1145 return NULL;
1299 } 1146 }
1300 1147
1301 if (m == NULL) 1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove ();
1152
1153 if (!m)
1302 { 1154 {
1303 char *dump = dump_object (op); 1155 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump); 1157 free (dump);
1306 return op; 1158 return op;
1319#endif 1171#endif
1320 free (dump); 1172 free (dump);
1321 return op; 1173 return op;
1322 } 1174 }
1323 1175
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more; 1176 if (object *more = op->more)
1337 1177 {
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1178 if (!insert_ob_in_map (more, m, originator, flag))
1354 { 1179 {
1355 if (!op->head) 1180 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357 1182
1358 return NULL; 1183 return 0;
1359 } 1184 }
1360 } 1185 }
1361 1186
1362 CLEAR_FLAG (op, FLAG_REMOVED); 1187 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1188
1364 /* Ideally, the caller figures this out. However, it complicates a lot 1189 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now 1190 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work 1191 * need extra work
1367 */ 1192 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y); 1193 if (!xy_normalise (m, op->x, op->y))
1369 x = op->x; 1194 return 0;
1370 y = op->y; 1195
1196 op->map = m;
1197 mapspace &ms = op->ms ();
1371 1198
1372 /* this has to be done after we translate the coordinates. 1199 /* this has to be done after we translate the coordinates.
1373 */ 1200 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1201 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1202 for (tmp = ms.bot; tmp; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1203 if (object::can_merge (op, tmp))
1377 { 1204 {
1378 op->nrof += tmp->nrof; 1205 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1206 tmp->destroy ();
1380 free_object (tmp);
1381 } 1207 }
1382 1208
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1209 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1210 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1211
1398 op->below = originator->below; 1224 op->below = originator->below;
1399 1225
1400 if (op->below) 1226 if (op->below)
1401 op->below->above = op; 1227 op->below->above = op;
1402 else 1228 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1229 ms.bot = op;
1404 1230
1405 /* since *below* originator, no need to update top */ 1231 /* since *below* originator, no need to update top */
1406 originator->below = op; 1232 originator->below = op;
1407 } 1233 }
1408 else 1234 else
1409 { 1235 {
1236 top = ms.bot;
1237
1410 /* If there are other objects, then */ 1238 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1239 if ((!(flag & INS_MAP_LOAD)) && top)
1412 { 1240 {
1413 object *last = NULL; 1241 object *last = 0;
1414 1242
1415 /* 1243 /*
1416 * If there are multiple objects on this space, we do some trickier handling. 1244 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate. 1245 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if 1246 * Generally, we want to put the new object on top. But if
1422 * once we get to them. This reduces the need to traverse over all of 1250 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time 1251 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed 1252 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects. 1253 * that flying non pickable objects are spell objects.
1426 */ 1254 */
1427 1255 for (top = ms.bot; top; top = top->above)
1428 while (top != NULL)
1429 { 1256 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top; 1258 floor = top;
1432 1259
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1436 top = top->below; 1263 top = top->below;
1437 break; 1264 break;
1438 } 1265 }
1439 1266
1440 last = top; 1267 last = top;
1441 top = top->above;
1442 } 1268 }
1443 1269
1444 /* Don't want top to be NULL, so set it to the last valid object */ 1270 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last; 1271 top = last;
1446 1272
1453 * Unless those objects are exits, type 66 1279 * Unless those objects are exits, type 66
1454 * If INS_ON_TOP is used, don't do this processing 1280 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1281 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1282 * stacking is a bit odd.
1457 */ 1283 */
1458 if (!(flag & INS_ON_TOP) && 1284 if (!(flag & INS_ON_TOP)
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1285 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility))
1460 { 1287 {
1461 for (last = top; last != floor; last = last->below) 1288 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1290 break;
1291
1464 /* Check to see if we found the object that blocks view, 1292 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that 1293 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we 1294 * we can get inserted below this one, which requires we
1467 * set top to the object below us. 1295 * set top to the object below us.
1468 */ 1296 */
1470 top = last->below; 1298 top = last->below;
1471 } 1299 }
1472 } /* If objects on this space */ 1300 } /* If objects on this space */
1473 1301
1474 if (flag & INS_MAP_LOAD) 1302 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y); 1303 top = ms.top;
1476 1304
1477 if (flag & INS_ABOVE_FLOOR_ONLY) 1305 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor; 1306 top = floor;
1479 1307
1480 /* Top is the object that our object (op) is going to get inserted above. 1308 /* Top is the object that our object (op) is going to get inserted above.
1481 */ 1309 */
1482 1310
1483 /* First object on this space */ 1311 /* First object on this space */
1484 if (!top) 1312 if (!top)
1485 { 1313 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y); 1314 op->above = ms.bot;
1487 1315
1488 if (op->above) 1316 if (op->above)
1489 op->above->below = op; 1317 op->above->below = op;
1490 1318
1491 op->below = NULL; 1319 op->below = 0;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1320 ms.bot = op;
1493 } 1321 }
1494 else 1322 else
1495 { /* get inserted into the stack above top */ 1323 { /* get inserted into the stack above top */
1496 op->above = top->above; 1324 op->above = top->above;
1497 1325
1500 1328
1501 op->below = top; 1329 op->below = top;
1502 top->above = op; 1330 top->above = op;
1503 } 1331 }
1504 1332
1505 if (op->above == NULL) 1333 if (!op->above)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1334 ms.top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1335 } /* else not INS_BELOW_ORIGINATOR */
1508 1336
1509 if (op->type == PLAYER) 1337 if (op->type == PLAYER)
1338 {
1510 op->contr->do_los = 1; 1339 op->contr->do_los = 1;
1340 ++op->map->players;
1341 op->map->touch ();
1342 }
1343
1344 op->map->dirty = true;
1511 1345
1512 /* If we have a floor, we know the player, if any, will be above 1346 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there. 1347 * it, so save a few ticks and start from there.
1514 */ 1348 */
1515 if (!(flag & INS_MAP_LOAD)) 1349 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1350 if (object *pl = ms.player ())
1517 if (tmp->type == PLAYER) 1351 if (pl->contr->ns)
1518 tmp->contr->socket.update_look = 1; 1352 pl->contr->ns->floorbox_update ();
1519 1353
1520 /* If this object glows, it may affect lighting conditions that are 1354 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1355 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players 1356 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well 1357 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way - 1358 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range, 1359 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area 1360 * or just updating the P_UPTODATE for spaces within this area
1527 * of effect may be sufficient. 1361 * of effect may be sufficient.
1528 */ 1362 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1363 if (op->map->darkness && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y); 1364 update_all_los (op->map, op->x, op->y);
1531 1365
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1366 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1367 update_object (op, UP_OBJ_INSERT);
1534 1368
1369 INVOKE_OBJECT (INSERT, op);
1370
1535 /* Don't know if moving this to the end will break anything. However, 1371 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this. 1372 * we want to have floorbox_update called before calling this.
1537 * 1373 *
1538 * check_move_on() must be after this because code called from 1374 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1375 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1376 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1377 * update_object().
1543 1379
1544 /* if this is not the head or flag has been passed, don't check walk on status */ 1380 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head) 1381 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 { 1382 {
1547 if (check_move_on (op, originator)) 1383 if (check_move_on (op, originator))
1548 return NULL; 1384 return 0;
1549 1385
1550 /* If we are a multi part object, lets work our way through the check 1386 /* If we are a multi part object, lets work our way through the check
1551 * walk on's. 1387 * walk on's.
1552 */ 1388 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1389 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1390 if (check_move_on (tmp, originator))
1555 return NULL; 1391 return 0;
1556 } 1392 }
1557 1393
1558 return op; 1394 return op;
1559} 1395}
1560 1396
1561/* this function inserts an object in the map, but if it 1397/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1398 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1399 * op is the object to insert it under: supplies x and the map.
1564 */ 1400 */
1565void 1401void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1402replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1403{
1568 object * 1404 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1405
1573 /* first search for itself and remove any old instances */ 1406 /* first search for itself and remove any old instances */
1574 1407
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 { 1410 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1411
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1412 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1413
1586 tmp1->x = op->x; 1414 tmp1->x = op->x;
1587 tmp1->y = op->y; 1415 tmp1->y = op->y;
1588 insert_ob_in_map (tmp1, op->map, op, 0); 1416 insert_ob_in_map (tmp1, op->map, op, 0);
1417}
1418
1419object *
1420object::insert_at (object *where, object *originator, int flags)
1421{
1422 where->map->insert (this, where->x, where->y, originator, flags);
1589} 1423}
1590 1424
1591/* 1425/*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1426 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains 1427 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0). 1428 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the 1429 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array. 1430 * global static errmsg array.
1597 */ 1431 */
1598
1599object * 1432object *
1600get_split_ob (object *orig_ob, uint32 nr) 1433get_split_ob (object *orig_ob, uint32 nr)
1601{ 1434{
1602 object * 1435 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1436 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1437
1607 if (orig_ob->nrof < nr) 1438 if (orig_ob->nrof < nr)
1608 { 1439 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1440 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL; 1441 return NULL;
1611 } 1442 }
1612 1443
1613 newob = object_create_clone (orig_ob); 1444 newob = object_create_clone (orig_ob);
1614 1445
1615 if ((orig_ob->nrof -= nr) < 1) 1446 if ((orig_ob->nrof -= nr) < 1)
1616 { 1447 orig_ob->destroy (1);
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed) 1448 else if (!is_removed)
1622 { 1449 {
1623 if (orig_ob->env != NULL) 1450 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1451 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1452 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1645 1472
1646object * 1473object *
1647decrease_ob_nr (object *op, uint32 i) 1474decrease_ob_nr (object *op, uint32 i)
1648{ 1475{
1649 object *tmp; 1476 object *tmp;
1650 player *pl;
1651 1477
1652 if (i == 0) /* objects with op->nrof require this check */ 1478 if (i == 0) /* objects with op->nrof require this check */
1653 return op; 1479 return op;
1654 1480
1655 if (i > op->nrof) 1481 if (i > op->nrof)
1656 i = op->nrof; 1482 i = op->nrof;
1657 1483
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1484 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1485 op->nrof -= i;
1660 else if (op->env != NULL) 1486 else if (op->env)
1661 { 1487 {
1662 /* is this object in the players inventory, or sub container 1488 /* is this object in the players inventory, or sub container
1663 * therein? 1489 * therein?
1664 */ 1490 */
1665 tmp = is_player_inv (op->env); 1491 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1492 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1493 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1494 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1495 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1496 * and then searching the map for a player.
1671 */ 1497 */
1672 if (!tmp) 1498 if (!tmp)
1673 { 1499 for_all_players (pl)
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1500 if (pl->ob->container == op->env)
1501 {
1502 tmp = pl->ob;
1676 break; 1503 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1504 }
1682 1505
1683 if (i < op->nrof) 1506 if (i < op->nrof)
1684 { 1507 {
1685 sub_weight (op->env, op->weight * i); 1508 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1509 op->nrof -= i;
1687 if (tmp) 1510 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1511 esrv_send_item (tmp, op);
1690 }
1691 } 1512 }
1692 else 1513 else
1693 { 1514 {
1694 remove_ob (op); 1515 op->remove ();
1695 op->nrof = 0; 1516 op->nrof = 0;
1696 if (tmp) 1517 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1518 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1519 }
1701 } 1520 }
1702 else 1521 else
1703 { 1522 {
1704 object *above = op->above; 1523 object *above = op->above;
1705 1524
1706 if (i < op->nrof) 1525 if (i < op->nrof)
1707 op->nrof -= i; 1526 op->nrof -= i;
1708 else 1527 else
1709 { 1528 {
1710 remove_ob (op); 1529 op->remove ();
1711 op->nrof = 0; 1530 op->nrof = 0;
1712 } 1531 }
1713 1532
1714 /* Since we just removed op, op->above is null */ 1533 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1534 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1535 if (tmp->type == PLAYER)
1717 { 1536 {
1718 if (op->nrof) 1537 if (op->nrof)
1719 esrv_send_item (tmp, op); 1538 esrv_send_item (tmp, op);
1720 else 1539 else
1724 1543
1725 if (op->nrof) 1544 if (op->nrof)
1726 return op; 1545 return op;
1727 else 1546 else
1728 { 1547 {
1729 free_object (op); 1548 op->destroy ();
1730 return NULL; 1549 return 0;
1731 } 1550 }
1732} 1551}
1733 1552
1734/* 1553/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1554 * add_weight(object, weight) adds the specified weight to an object,
1747 op->carrying += weight; 1566 op->carrying += weight;
1748 op = op->env; 1567 op = op->env;
1749 } 1568 }
1750} 1569}
1751 1570
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765
1766object * 1571object *
1767insert_ob_in_ob (object *op, object *where) 1572insert_ob_in_ob (object *op, object *where)
1768{ 1573{
1769 object * 1574 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1575 {
1783 char *dump = dump_object (op); 1576 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1577 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1578 free (dump);
1786 return op; 1579 return op;
1787 } 1580 }
1788 1581
1789 if (where->head) 1582 if (where->head)
1790 { 1583 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1584 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1585 where = where->head;
1793 } 1586 }
1587
1588 return where->insert (op);
1589}
1590
1591/*
1592 * env->insert (op)
1593 * This function inserts the object op in the linked list
1594 * inside the object environment.
1595 *
1596 * The function returns now pointer to inserted item, and return value can
1597 * be != op, if items are merged. -Tero
1598 */
1599
1600object *
1601object::insert (object *op)
1602{
1603 object *tmp, *otmp;
1604
1605 if (!QUERY_FLAG (op, FLAG_REMOVED))
1606 op->remove ();
1794 1607
1795 if (op->more) 1608 if (op->more)
1796 { 1609 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1610 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1611 return op;
1800 1613
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1614 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1615 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof) 1616 if (op->nrof)
1804 { 1617 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1618 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1619 if (object::can_merge (tmp, op))
1807 { 1620 {
1808 /* return the original object and remove inserted object 1621 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1622 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1623 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1624 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1625 * tmp->nrof, we need to increase the weight.
1813 */ 1626 */
1814 add_weight (where, op->weight * op->nrof); 1627 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1628 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1629 op->destroy (); /* free the inserted object */
1817 op = tmp; 1630 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1631 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1632 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1633 break;
1821 } 1634 }
1822 1635
1823 /* I assume combined objects have no inventory 1636 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1637 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1638 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do 1639 * the weight, so we need to add it in again, since we actually do
1827 * the linking below 1640 * the linking below
1828 */ 1641 */
1829 add_weight (where, op->weight * op->nrof); 1642 add_weight (this, op->weight * op->nrof);
1830 } 1643 }
1831 else 1644 else
1832 add_weight (where, (op->weight + op->carrying)); 1645 add_weight (this, (op->weight + op->carrying));
1833 1646
1834 otmp = is_player_inv (where); 1647 otmp = this->in_player ();
1835 if (otmp && otmp->contr != NULL) 1648 if (otmp && otmp->contr)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1649 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1650 otmp->update_stats ();
1839 }
1840 1651
1841 op->map = NULL; 1652 op->map = 0;
1842 op->env = where; 1653 op->env = this;
1843 op->above = NULL; 1654 op->above = 0;
1844 op->below = NULL; 1655 op->below = 0;
1845 op->x = 0, op->y = 0; 1656 op->x = 0, op->y = 0;
1846 1657
1847 /* reset the light list and los of the players on the map */ 1658 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1659 if ((op->glow_radius != 0) && map)
1849 { 1660 {
1850#ifdef DEBUG_LIGHTS 1661#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1662 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */ 1663#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1664 if (map->darkness)
1854 update_all_los (where->map, where->x, where->y); 1665 update_all_los (map, x, y);
1855 } 1666 }
1856 1667
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1668 /* Client has no idea of ordering so lets not bother ordering it here.
1858 * It sure simplifies this function... 1669 * It sure simplifies this function...
1859 */ 1670 */
1860 if (where->inv == NULL) 1671 if (!inv)
1861 where->inv = op; 1672 inv = op;
1862 else 1673 else
1863 { 1674 {
1864 op->below = where->inv; 1675 op->below = inv;
1865 op->below->above = op; 1676 op->below->above = op;
1866 where->inv = op; 1677 inv = op;
1867 } 1678 }
1679
1680 INVOKE_OBJECT (INSERT, this);
1681
1868 return op; 1682 return op;
1869} 1683}
1870 1684
1871/* 1685/*
1872 * Checks if any objects has a move_type that matches objects 1686 * Checks if any objects has a move_type that matches objects
1886 * 1700 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below 1701 * MSW 2001-07-08: Check all objects on space, not just those below
1888 * object being inserted. insert_ob_in_map may not put new objects 1702 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top. 1703 * on top.
1890 */ 1704 */
1891
1892int 1705int
1893check_move_on (object *op, object *originator) 1706check_move_on (object *op, object *originator)
1894{ 1707{
1895 object *tmp; 1708 object *tmp;
1896 maptile *m = op->map; 1709 maptile *m = op->map;
1923 1736
1924 /* The objects have to be checked from top to bottom. 1737 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top: 1738 * Hence, we first go to the top:
1926 */ 1739 */
1927 1740
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1929 { 1742 {
1930 /* Trim the search when we find the first other spell effect 1743 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects, 1744 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them. 1745 * we don't need to check all of them.
1933 */ 1746 */
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1764 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 { 1766 {
1954 1767
1955 float 1768 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 diff = tmp->move_slow_penalty * fabs (op->speed);
1957 1770
1958 if (op->type == PLAYER) 1771 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0; 1774 diff /= 4.0;
1988/* 1801/*
1989 * present_arch(arch, map, x, y) searches for any objects with 1802 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates. 1803 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1992 */ 1805 */
1993
1994object * 1806object *
1995present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1996{ 1808{
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
2001 { 1810 {
2002 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL; 1812 return NULL;
2004 } 1813 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1814
1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2006 if (tmp->arch == at) 1816 if (tmp->arch == at)
2007 return tmp; 1817 return tmp;
1818
2008 return NULL; 1819 return NULL;
2009} 1820}
2010 1821
2011/* 1822/*
2012 * present(type, map, x, y) searches for any objects with 1823 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates. 1824 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
2015 */ 1826 */
2016
2017object * 1827object *
2018present (unsigned char type, maptile *m, int x, int y) 1828present (unsigned char type, maptile *m, int x, int y)
2019{ 1829{
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y)) 1830 if (out_of_map (m, x, y))
2024 { 1831 {
2025 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
2026 return NULL; 1833 return NULL;
2027 } 1834 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1835
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2029 if (tmp->type == type) 1837 if (tmp->type == type)
2030 return tmp; 1838 return tmp;
1839
2031 return NULL; 1840 return NULL;
2032} 1841}
2033 1842
2034/* 1843/*
2035 * present_in_ob(type, object) searches for any objects with 1844 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object. 1845 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2038 */ 1847 */
2039
2040object * 1848object *
2041present_in_ob (unsigned char type, const object *op) 1849present_in_ob (unsigned char type, const object *op)
2042{ 1850{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1851 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type) 1852 if (tmp->type == type)
2048 return tmp; 1853 return tmp;
1854
2049 return NULL; 1855 return NULL;
2050} 1856}
2051 1857
2052/* 1858/*
2053 * present_in_ob (type, str, object) searches for any objects with 1859 * present_in_ob (type, str, object) searches for any objects with
2061 * str is the string to match against. Note that we match against 1867 * str is the string to match against. Note that we match against
2062 * the object name, not the archetype name. this is so that the 1868 * the object name, not the archetype name. this is so that the
2063 * spell code can use one object type (force), but change it's name 1869 * spell code can use one object type (force), but change it's name
2064 * to be unique. 1870 * to be unique.
2065 */ 1871 */
2066
2067object * 1872object *
2068present_in_ob_by_name (int type, const char *str, const object *op) 1873present_in_ob_by_name (int type, const char *str, const object *op)
2069{ 1874{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1876 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1877 return tmp;
2077 } 1878
2078 return NULL; 1879 return 0;
2079} 1880}
2080 1881
2081/* 1882/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1883 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1884 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
2085 */ 1886 */
2086
2087object * 1887object *
2088present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
2089{ 1889{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2094 if (tmp->arch == at) 1891 if (tmp->arch == at)
2095 return tmp; 1892 return tmp;
1893
2096 return NULL; 1894 return NULL;
2097} 1895}
2098 1896
2099/* 1897/*
2100 * activate recursively a flag on an object inventory 1898 * activate recursively a flag on an object inventory
2101 */ 1899 */
2102void 1900void
2103flag_inv (object *op, int flag) 1901flag_inv (object *op, int flag)
2104{ 1902{
2105 object *
2106 tmp;
2107
2108 if (op->inv) 1903 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 { 1905 {
2111 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
2112 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
2113 } 1908 }
2114} /* 1909}
1910
1911/*
2115 * desactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
2116 */ 1913 */
2117void 1914void
2118unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
2119{ 1916{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1917 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1919 {
2126 CLEAR_FLAG (tmp, flag); 1920 CLEAR_FLAG (tmp, flag);
2127 unflag_inv (tmp, flag); 1921 unflag_inv (tmp, flag);
2128 } 1922 }
2129} 1923}
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1926 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively). 1927 * all it's inventory (recursively).
2134 * If checksums are used, a player will get set_cheat called for 1928 * If checksums are used, a player will get set_cheat called for
2135 * him/her-self and all object carried by a call to this function. 1929 * him/her-self and all object carried by a call to this function.
2136 */ 1930 */
2137
2138void 1931void
2139set_cheat (object *op) 1932set_cheat (object *op)
2140{ 1933{
2141 SET_FLAG (op, FLAG_WAS_WIZ); 1934 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ); 1935 flag_inv (op, FLAG_WAS_WIZ);
2161 * because arch_blocked (now ob_blocked) needs to know the movement type 1954 * because arch_blocked (now ob_blocked) needs to know the movement type
2162 * to know if the space in question will block the object. We can't use 1955 * to know if the space in question will block the object. We can't use
2163 * the archetype because that isn't correct if the monster has been 1956 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc. 1957 * customized, changed states, etc.
2165 */ 1958 */
2166
2167int 1959int
2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1960find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{ 1961{
2170 int
2171 i,
2172 index = 0, flag; 1962 int index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 1963 int altern[SIZEOFFREE];
2175 1964
2176 for (i = start; i < stop; i++) 1965 for (int i = start; i < stop; i++)
2177 { 1966 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1967 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2179 if (!flag) 1968 if (!flag)
2180 altern[index++] = i; 1969 altern [index++] = i;
2181 1970
2182 /* Basically, if we find a wall on a space, we cut down the search size. 1971 /* Basically, if we find a wall on a space, we cut down the search size.
2183 * In this way, we won't return spaces that are on another side of a wall. 1972 * In this way, we won't return spaces that are on another side of a wall.
2184 * This mostly work, but it cuts down the search size in all directions - 1973 * This mostly work, but it cuts down the search size in all directions -
2185 * if the space being examined only has a wall to the north and empty 1974 * if the space being examined only has a wall to the north and empty
2186 * spaces in all the other directions, this will reduce the search space 1975 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 1976 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 1977 * won't look 2 spaces south of the target space.
2189 */ 1978 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1979 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 1980 stop = maxfree[i];
2192 } 1981 }
1982
2193 if (!index) 1983 if (!index)
2194 return -1; 1984 return -1;
1985
2195 return altern[RANDOM () % index]; 1986 return altern [rndm (index)];
2196} 1987}
2197 1988
2198/* 1989/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 1990 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 1991 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice. 1992 * But it will return the first available spot, not a random choice.
2202 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1993 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */ 1994 */
2204
2205int 1995int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 1996find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 1997{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 1998 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1999 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2214 return i; 2000 return i;
2215 } 2001
2216 return -1; 2002 return -1;
2217} 2003}
2218 2004
2219/* 2005/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2006 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2007 * arr[begin..end-1].
2008 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2009 */
2223static void 2010static void
2224permute (int *arr, int begin, int end) 2011permute (int *arr, int begin, int end)
2225{ 2012{
2226 int 2013 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2014 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2015
2237 tmp = arr[i]; 2016 while (--end)
2238 arr[i] = arr[j]; 2017 swap (arr [end], arr [rndm (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2018}
2242 2019
2243/* new function to make monster searching more efficient, and effective! 2020/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2021 * This basically returns a randomized array (in the passed pointer) of
2245 * the spaces to find monsters. In this way, it won't always look for 2022 * the spaces to find monsters. In this way, it won't always look for
2248 * the 3x3 area will be searched, just not in a predictable order. 2025 * the 3x3 area will be searched, just not in a predictable order.
2249 */ 2026 */
2250void 2027void
2251get_search_arr (int *search_arr) 2028get_search_arr (int *search_arr)
2252{ 2029{
2253 int 2030 int i;
2254 i;
2255 2031
2256 for (i = 0; i < SIZEOFFREE; i++) 2032 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2033 search_arr[i] = i;
2259 }
2260 2034
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2035 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2036 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2037 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2038}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2047 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * is actually want is going to try and move there. We need this info 2048 * is actually want is going to try and move there. We need this info
2275 * because we have to know what movement the thing looking to move 2049 * because we have to know what movement the thing looking to move
2276 * there is capable of. 2050 * there is capable of.
2277 */ 2051 */
2278
2279int 2052int
2280find_dir (maptile *m, int x, int y, object *exclude) 2053find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2054{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2055 int i, max = SIZEOFFREE, mflags;
2285 2056
2286 sint16 nx, ny; 2057 sint16 nx, ny;
2287 object * 2058 object *tmp;
2288 tmp;
2289 maptile * 2059 maptile *mp;
2290 mp;
2291 2060
2292 MoveType blocked, move_type; 2061 MoveType blocked, move_type;
2293 2062
2294 if (exclude && exclude->head) 2063 if (exclude && exclude->head)
2295 { 2064 {
2307 mp = m; 2076 mp = m;
2308 nx = x + freearr_x[i]; 2077 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2078 ny = y + freearr_y[i];
2310 2079
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2081
2312 if (mflags & P_OUT_OF_MAP) 2082 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2083 max = maxfree[i];
2315 }
2316 else 2084 else
2317 { 2085 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2086 mapspace &ms = mp->at (nx, ny);
2087
2088 blocked = ms.move_block;
2319 2089
2320 if ((move_type & blocked) == move_type) 2090 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2091 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2092 else if (mflags & P_IS_ALIVE)
2325 { 2093 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2094 for (tmp = ms.bot; tmp; tmp = tmp->above)
2327 { 2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2096 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break; 2097 break;
2331 } 2098
2332 }
2333 if (tmp) 2099 if (tmp)
2334 {
2335 return freedir[i]; 2100 return freedir[i];
2336 }
2337 } 2101 }
2338 } 2102 }
2339 } 2103 }
2104
2340 return 0; 2105 return 0;
2341} 2106}
2342 2107
2343/* 2108/*
2344 * distance(object 1, object 2) will return the square of the 2109 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2110 * distance between the two given objects.
2346 */ 2111 */
2347
2348int 2112int
2349distance (const object *ob1, const object *ob2) 2113distance (const object *ob1, const object *ob2)
2350{ 2114{
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2115 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356} 2116}
2357 2117
2358/* 2118/*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which 2119 * find_dir_2(delta-x,delta-y) will return a direction in which
2360 * an object which has subtracted the x and y coordinates of another 2120 * an object which has subtracted the x and y coordinates of another
2361 * object, needs to travel toward it. 2121 * object, needs to travel toward it.
2362 */ 2122 */
2363
2364int 2123int
2365find_dir_2 (int x, int y) 2124find_dir_2 (int x, int y)
2366{ 2125{
2367 int 2126 int q;
2368 q;
2369 2127
2370 if (y) 2128 if (y)
2371 q = x * 100 / y; 2129 q = x * 100 / y;
2372 else if (x) 2130 else if (x)
2373 q = -300 * x; 2131 q = -300 * x;
2398 2156
2399 return 3; 2157 return 3;
2400} 2158}
2401 2159
2402/* 2160/*
2403 * absdir(int): Returns a number between 1 and 8, which represent
2404 * the "absolute" direction of a number (it actually takes care of
2405 * "overflow" in previous calculations of a direction).
2406 */
2407
2408int
2409absdir (int d)
2410{
2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2415 return d;
2416}
2417
2418/*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2421 */ 2163 */
2422
2423int 2164int
2424dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2425{ 2166{
2426 int 2167 int d;
2427 d;
2428 2168
2429 d = abs (dir1 - dir2); 2169 d = abs (dir1 - dir2);
2430 if (d > 4) 2170 if (d > 4)
2431 d = 8 - d; 2171 d = 8 - d;
2172
2432 return d; 2173 return d;
2433} 2174}
2434 2175
2435/* peterm: 2176/* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2177 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2439 * This basically means that if direction is 15, then it could either go 2180 * This basically means that if direction is 15, then it could either go
2440 * direction 4, 14, or 16 to get back to where we are. 2181 * direction 4, 14, or 16 to get back to where we are.
2441 * Moved from spell_util.c to object.c with the other related direction 2182 * Moved from spell_util.c to object.c with the other related direction
2442 * functions. 2183 * functions.
2443 */ 2184 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2185int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2238 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2239 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2240 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2241 * Modified to be map tile aware -.MSW
2503 */ 2242 */
2504
2505
2506int 2243int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2244can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2245{
2509 sint16 dx, dy; 2246 sint16 dx, dy;
2510 int
2511 mflags; 2247 int mflags;
2512 2248
2513 if (dir < 0) 2249 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2250 return 0; /* exit condition: invalid direction */
2515 2251
2516 dx = x + freearr_x[dir]; 2252 dx = x + freearr_x[dir];
2529 return 0; 2265 return 0;
2530 2266
2531 /* yes, can see. */ 2267 /* yes, can see. */
2532 if (dir < 9) 2268 if (dir < 9)
2533 return 1; 2269 return 1;
2270
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2271 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2272 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2273 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2274}
2537
2538
2539 2275
2540/* 2276/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2277 * can_pick(picker, item): finds out if an object is possible to be
2542 * picked up by the picker. Returnes 1 if it can be 2278 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2279 * picked up, otherwise 0.
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557} 2293}
2558 2294
2559
2560/* 2295/*
2561 * create clone from object to another 2296 * create clone from object to another
2562 */ 2297 */
2563object * 2298object *
2564object_create_clone (object *asrc) 2299object_create_clone (object *asrc)
2565{ 2300{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2301 object *dst = 0, *tmp, *src, *part, *prev, *item;
2568 2302
2569 if (!asrc) 2303 if (!asrc)
2570 return NULL; 2304 return 0;
2305
2571 src = asrc; 2306 src = asrc;
2572 if (src->head) 2307 if (src->head)
2573 src = src->head; 2308 src = src->head;
2574 2309
2575 prev = NULL; 2310 prev = 0;
2576 for (part = src; part; part = part->more) 2311 for (part = src; part; part = part->more)
2577 { 2312 {
2578 tmp = get_object (); 2313 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2314 tmp->x -= src->x;
2581 tmp->y -= src->y; 2315 tmp->y -= src->y;
2316
2582 if (!part->head) 2317 if (!part->head)
2583 { 2318 {
2584 dst = tmp; 2319 dst = tmp;
2585 tmp->head = NULL; 2320 tmp->head = 0;
2586 } 2321 }
2587 else 2322 else
2588 {
2589 tmp->head = dst; 2323 tmp->head = dst;
2590 } 2324
2591 tmp->more = NULL; 2325 tmp->more = 0;
2326
2592 if (prev) 2327 if (prev)
2593 prev->more = tmp; 2328 prev->more = tmp;
2329
2594 prev = tmp; 2330 prev = tmp;
2595 } 2331 }
2596 2332
2597 for (item = src->inv; item; item = item->below) 2333 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2334 insert_ob_in_ob (object_create_clone (item), dst);
2604/* Basically, we save the content of the string to a temp file, then call */ 2340/* Basically, we save the content of the string to a temp file, then call */
2605/* load_object on it. I admit it is a highly inefficient way to make things, */ 2341/* load_object on it. I admit it is a highly inefficient way to make things, */
2606/* but it was simple to make and allows reusing the load_object function. */ 2342/* but it was simple to make and allows reusing the load_object function. */
2607/* Remember not to use load_object_str in a time-critical situation. */ 2343/* Remember not to use load_object_str in a time-critical situation. */
2608/* Also remember that multiparts objects are not supported for now. */ 2344/* Also remember that multiparts objects are not supported for now. */
2609
2610object * 2345object *
2611load_object_str (const char *obstr) 2346load_object_str (const char *obstr)
2612{ 2347{
2613 object *op; 2348 object *op;
2614 char filename[MAX_BUF]; 2349 char filename[MAX_BUF];
2624 } 2359 }
2625 2360
2626 fprintf (tempfile, obstr); 2361 fprintf (tempfile, obstr);
2627 fclose (tempfile); 2362 fclose (tempfile);
2628 2363
2629 op = get_object (); 2364 op = object::create ();
2630 2365
2631 object_thawer thawer (filename); 2366 object_thawer thawer (filename);
2632 2367
2633 if (thawer) 2368 if (thawer)
2634 load_object (thawer, op, 0); 2369 load_object (thawer, op, 0);
2644 * returns NULL if no match. 2379 * returns NULL if no match.
2645 */ 2380 */
2646object * 2381object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2382find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2383{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2384 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2385 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2386 return tmp;
2654 2387
2655 return NULL; 2388 return 0;
2656} 2389}
2657 2390
2658/* If ob has a field named key, return the link from the list, 2391/* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL. 2392 * otherwise return NULL.
2660 * 2393 *
2662 * do the desired thing. 2395 * do the desired thing.
2663 */ 2396 */
2664key_value * 2397key_value *
2665get_ob_key_link (const object *ob, const char *key) 2398get_ob_key_link (const object *ob, const char *key)
2666{ 2399{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) 2400 for (key_value *link = ob->key_values; link; link = link->next)
2670 if (link->key == key) 2401 if (link->key == key)
2671 return link; 2402 return link;
2672 2403
2673 return NULL; 2404 return 0;
2674} 2405}
2675 2406
2676/* 2407/*
2677 * Returns the value of op has an extra_field for key, or NULL. 2408 * Returns the value of op has an extra_field for key, or NULL.
2678 * 2409 *
2718 * Returns TRUE on success. 2449 * Returns TRUE on success.
2719 */ 2450 */
2720int 2451int
2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2452set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{ 2453{
2723 key_value *
2724 field = NULL, *last = NULL; 2454 key_value *field = NULL, *last = NULL;
2725 2455
2726 for (field = op->key_values; field != NULL; field = field->next) 2456 for (field = op->key_values; field != NULL; field = field->next)
2727 { 2457 {
2728 if (field->key != canonical_key) 2458 if (field->key != canonical_key)
2729 { 2459 {
2757 /* IF we get here, key doesn't exist */ 2487 /* IF we get here, key doesn't exist */
2758 2488
2759 /* No field, we'll have to add it. */ 2489 /* No field, we'll have to add it. */
2760 2490
2761 if (!add_key) 2491 if (!add_key)
2762 {
2763 return FALSE; 2492 return FALSE;
2764 } 2493
2765 /* There isn't any good reason to store a null 2494 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2495 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2496 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2497 * be here. If user wants to store empty strings,
2769 * should pass in "" 2498 * should pass in ""
2818 } 2547 }
2819 else 2548 else
2820 item = item->env; 2549 item = item->env;
2821} 2550}
2822 2551
2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2823// 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
2824const char * 2582const char *
2825object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2826{ 2584{
2585 char flagdesc[512];
2827 char info2[256 * 3]; 2586 char info2[256 * 4];
2828 char *p = info; 2587 char *p = info;
2829 2588
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2831 count, 2590 count, uuid.seq,
2832 &name, 2591 &name,
2833 title ? " " : "", 2592 title ? "\",title:\"" : "",
2834 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2835 2595
2836 if (env) 2596 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838 2598
2839 if (map) 2599 if (map)
2840 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);
2841 2601
2842 return info; 2602 return info;
2843} 2603}
2844 2604
2845const char * 2605const char *
2846object::debug_desc () const 2606object::debug_desc () const
2847{ 2607{
2848 static char info[256 * 3]; 2608 static char info[256 * 4];
2849 return debug_desc (info); 2609 return debug_desc (info);
2850} 2610}
2851 2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617}
2618
2619struct region *
2620object::region () const
2621{
2622 return map ? map->region (x, y)
2623 : region::default_region ();
2624}
2625
2626const materialtype_t *
2627object::dominant_material () const
2628{
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (contr && contr->ns)
2645 contr->ns->floorbox_reset ();
2646
2647 if (object *old_container = container)
2648 {
2649 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2650 return;
2651
2652#if 0
2653 // remove the "Close old_container" object.
2654 if (object *closer = old_container->inv)
2655 if (closer->type == CLOSE_CON)
2656 closer->destroy ();
2657#endif
2658
2659 old_container->flag [FLAG_APPLIED] = 0;
2660 container = 0;
2661
2662 esrv_update_item (UPD_FLAGS, this, old_container);
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2664 }
2665
2666 if (new_container)
2667 {
2668 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2669 return;
2670
2671 // TODO: this does not seem to serve any purpose anymore?
2672#if 0
2673 // insert the "Close Container" object.
2674 if (archetype *closer = new_container->other_arch)
2675 {
2676 object *closer = arch_to_object (new_container->other_arch);
2677 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2678 new_container->insert (closer);
2679 }
2680#endif
2681
2682 new_container->flag [FLAG_APPLIED] = 1;
2683 container = new_container;
2684
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688 }
2689}
2690
2691

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