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Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.136 by root, Thu Mar 15 14:23:02 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>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * 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
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 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)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* 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
279 * 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
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
352 op = op->env; 353 op = op->env;
353 return op; 354 return op;
354} 355}
355 356
356/* 357/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 359 * Some error messages.
374 * 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.
375 */ 361 */
376
377char * 362char *
378dump_object (object *op) 363dump_object (object *op)
379{ 364{
380 if (!op) 365 if (!op)
381 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
382 367
383 object_freezer freezer; 368 object_freezer freezer;
384 save_object (freezer, op, 3); 369 op->write (freezer);
385 return freezer.as_string (); 370 return freezer.as_string ();
386} 371}
387 372
388/* 373/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
406} 391}
407 392
408/* 393/*
409 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
410 */ 395 */
411
412object * 396object *
413find_object (tag_t i) 397find_object (tag_t i)
414{ 398{
415 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
416 if (op->count == i) 400 if (op->count == i)
417 return op; 401 return op;
418 402
419 return 0; 403 return 0;
420} 404}
421 405
422/* 406/*
423 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
426 */ 410 */
427
428object * 411object *
429find_object_name (const char *str) 412find_object_name (const char *str)
430{ 413{
431 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
432 object *op; 415 object *op;
433 416
434 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
435 if (op->name == str_) 418 if (op->name == str_)
436 break; 419 break;
437 420
438 return op; 421 return op;
439} 422}
482 } 465 }
483 466
484 op->key_values = 0; 467 op->key_values = 0;
485} 468}
486 469
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/* 470/*
530 * copy_to first frees everything allocated by the dst object, 471 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 472 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 473 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 474 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 480{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 483
543 *(object_copy *)dst = *this; 484 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 485
549 if (is_freed) 486 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 487 SET_FLAG (dst, FLAG_FREED);
551 488
552 if (is_removed) 489 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
554 491
555 if (speed < 0) 492 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
557 494
558 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
559 if (key_values) 496 if (key_values)
560 { 497 {
561 key_value *tail = 0; 498 key_value *tail = 0;
583 tail = new_link; 520 tail = new_link;
584 } 521 }
585 } 522 }
586 } 523 }
587 524
588 update_ob_speed (dst); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
589} 544}
590 545
591object * 546object *
592object::clone () 547object::clone ()
593{ 548{
599/* 554/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 555 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 556 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 557 * be called to update the face variable, _and_ how it looks on the map.
603 */ 558 */
604
605void 559void
606update_turn_face (object *op) 560update_turn_face (object *op)
607{ 561{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 563 return;
564
610 SET_ANIMATION (op, op->direction); 565 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 566 update_object (op, UP_OBJ_FACE);
612} 567}
613 568
614/* 569/*
615 * Updates the speed of an object. If the speed changes from 0 to another 570 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 571 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 572 * This function needs to be called whenever the speed of an object changes.
618 */ 573 */
619void 574void
620update_ob_speed (object *op) 575object::set_speed (float speed)
621{ 576{
622 extern int arch_init; 577 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 578 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 580 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 581 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 582
647 /* process_events() expects us to insert the object at the beginning 583 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 584
651 if (op->active_next != NULL) 585 if (has_active_speed ())
652 op->active_next->active_prev = op; 586 activate ();
653
654 active_objects = op;
655 }
656 else 587 else
657 { 588 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 589}
681 590
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 591/*
714 * update_object() updates the array which represents the map. 592 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 594 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 595 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 596 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 597 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 598 * updating that window, though, since update_object() is called _often_)
721 * 599 *
722 * action is a hint of what the caller believes need to be done. 600 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 601 * current action are:
728 * UP_OBJ_INSERT: op was inserted 602 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 603 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 604 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 605 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
733 */ 607 */
734
735void 608void
736update_object (object *op, int action) 609update_object (object *op, int action)
737{ 610{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 611 if (op == NULL)
742 { 612 {
743 /* this should never happen */ 613 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 615 return;
746 } 616 }
747 617
748 if (op->env != NULL) 618 if (op->env)
749 { 619 {
750 /* Animation is currently handled by client, so nothing 620 /* Animation is currently handled by client, so nothing
751 * to do in this case. 621 * to do in this case.
752 */ 622 */
753 return; 623 return;
758 */ 628 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 629 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 630 return;
761 631
762 /* make sure the object is within map boundaries */ 632 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 633 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 634 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 635 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 636#ifdef MANY_CORES
767 abort (); 637 abort ();
768#endif 638#endif
769 return; 639 return;
770 } 640 }
771 641
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 642 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 643
644 if (!(m.flags_ & P_UPTODATE))
645 /* nop */;
779 if (action == UP_OBJ_INSERT) 646 else if (action == UP_OBJ_INSERT)
780 { 647 {
648 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 649 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 650 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 651 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 652 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
653 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 654 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 655 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 656 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 657 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 658 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 659 * to have move_allow right now.
804 */ 660 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 661 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 662 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 663 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 664 }
811
812 /* if the object is being removed, we can't make intelligent 665 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 666 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 667 * that is being removed.
815 */ 668 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 670 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 671 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 672 /* Nothing to do for that case */ ;
820 else 673 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 674 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 675
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 676 if (op->more)
830 update_object (op->more, action); 677 update_object (op->more, action);
831}
832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847} 678}
848 679
849object::object () 680object::object ()
850{ 681{
851 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 685 face = blank_face;
855} 686}
856 687
857object::~object () 688object::~object ()
858{ 689{
690 unlink ();
691
859 free_key_values (this); 692 free_key_values (this);
860} 693}
861 694
695static int object_count;
696
862void object::link () 697void object::link ()
863{ 698{
864 count = ++ob_count; 699 assert (!index);//D
865 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
866 702
867 prev = 0; 703 refcnt_inc ();
868 next = object::first; 704 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 705}
875 706
876void object::unlink () 707void object::unlink ()
877{ 708{
878 if (this == object::first) 709 if (!index)
879 object::first = next; 710 return;
880 711
881 /* Remove this object from the list of used objects */ 712 objects.erase (this);
882 if (prev) prev->next = next; 713 refcnt_dec ();
883 if (next) next->prev = prev; 714}
884 715
885 prev = 0; 716void
886 next = 0; 717object::activate ()
718{
719 /* If already on active list, don't do anything */
720 if (active)
721 return;
722
723 if (has_active_speed ())
724 actives.insert (this);
725}
726
727void
728object::activate_recursive ()
729{
730 activate ();
731
732 for (object *op = inv; op; op = op->below)
733 op->activate_recursive ();
734}
735
736/* This function removes object 'op' from the list of active
737 * objects.
738 * This should only be used for style maps or other such
739 * reference maps where you don't want an object that isn't
740 * in play chewing up cpu time getting processed.
741 * The reverse of this is to call update_ob_speed, which
742 * will do the right thing based on the speed of the object.
743 */
744void
745object::deactivate ()
746{
747 /* If not on the active list, nothing needs to be done */
748 if (!active)
749 return;
750
751 actives.erase (this);
752}
753
754void
755object::deactivate_recursive ()
756{
757 for (object *op = inv; op; op = op->below)
758 op->deactivate_recursive ();
759
760 deactivate ();
761}
762
763void
764object::set_flag_inv (int flag, int value)
765{
766 for (object *op = inv; op; op = op->below)
767 {
768 op->flag [flag] = value;
769 op->set_flag_inv (flag, value);
770 }
771}
772
773/*
774 * Remove and free all objects in the inventory of the given object.
775 * object.c ?
776 */
777void
778object::destroy_inv (bool drop_to_ground)
779{
780 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory,
784 // cf will crash below with off-map x and y
785 if (!inv)
786 return;
787
788 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects
790 * drop on that space.
791 */
792 if (!drop_to_ground
793 || !map
794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
796 || ms ().move_block == MOVE_ALL)
797 {
798 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy ();
802 }
803 }
804 else
805 { /* Put objects in inventory onto this space */
806 while (inv)
807 {
808 object *op = inv;
809
810 if (op->flag [FLAG_STARTEQUIP]
811 || op->flag [FLAG_NO_DROP]
812 || op->type == RUNE
813 || op->type == TRAP
814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy ();
817 else
818 map->insert (op, x, y);
819 }
820 }
887} 821}
888 822
889object *object::create () 823object *object::create ()
890{ 824{
891 object *op = new object; 825 object *op = new object;
892 op->link (); 826 op->link ();
893 return op; 827 return op;
894} 828}
895 829
896/* 830void
897 * free_object() frees everything allocated by an object, removes 831object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 832{
908 if (QUERY_FLAG (this, FLAG_FREED)) 833 attachable::do_destroy ();
909 return;
910 834
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 835 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this);
837
838 if (flag [FLAG_FRIENDLY])
839 {
912 remove_friendly_object (this); 840 remove_friendly_object (this);
913 841
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
915 remove (); 850 remove ();
916 851
917 SET_FLAG (this, FLAG_FREED); 852 destroy_inv (true);
918 853
919 if (more) 854 deactivate ();
920 { 855 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 856
925 if (inv) 857 flag [FLAG_FREED] = 1;
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 858
967 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
968 { 860 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 862
974 866
975 freed_map->name = "/internal/freed_objects_map"; 867 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 868 freed_map->width = 3;
977 freed_map->height = 3; 869 freed_map->height = 3;
978 870
979 freed_map->allocate (); 871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
980 } 873 }
981 874
982 map = freed_map; 875 map = freed_map;
983 x = 1; 876 x = 1;
984 y = 1; 877 y = 1;
985 } 878 }
986 879
880 head = 0;
881
882 if (more)
883 {
884 more->destroy ();
885 more = 0;
886 }
887
987 // clear those pointers that likely might have circular references to us 888 // clear those pointers that likely might have circular references to us
988 owner = 0; 889 owner = 0;
989 enemy = 0; 890 enemy = 0;
990 attacked_by = 0; 891 attacked_by = 0;
892}
991 893
992 // only relevant for players(?), but make sure of it anyways 894void
993 contr = 0; 895object::destroy (bool destroy_inventory)
896{
897 if (destroyed ())
898 return;
994 899
995 /* Remove object from the active list */ 900 if (destroy_inventory)
996 speed = 0; 901 destroy_inv (false);
997 update_ob_speed (this);
998 902
999 unlink (); 903 attachable::destroy ();
1000
1001 mortals.push_back (this);
1002} 904}
1003 905
1004/* 906/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 907 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 908 * weight of an object (and what is carried by it's environment(s)).
1022 * This function removes the object op from the linked list of objects 924 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 925 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 928 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 929 */
1029void 930void
1030object::remove () 931object::do_remove ()
1031{ 932{
1032 object *tmp, *last = 0; 933 object *tmp, *last = 0;
1033 object *otmp; 934 object *otmp;
1034 935
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 937 return;
1039 938
1040 SET_FLAG (this, FLAG_REMOVED); 939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this);
1041 941
1042 if (more) 942 if (more)
1043 more->remove (); 943 more->remove ();
1044 944
1045 /* 945 /*
1055 955
1056 /* NO_FIX_PLAYER is set when a great many changes are being 956 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 957 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 958 * to save cpu time.
1059 */ 959 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 961 otmp->update_stats ();
1062 962
1063 if (above != NULL) 963 if (above)
1064 above->below = below; 964 above->below = below;
1065 else 965 else
1066 env->inv = below; 966 env->inv = below;
1067 967
1068 if (below != NULL) 968 if (below)
1069 below->above = above; 969 below->above = above;
1070 970
1071 /* we set up values so that it could be inserted into 971 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 972 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 973 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 977 above = 0, below = 0;
1078 env = 0; 978 env = 0;
1079 } 979 }
1080 else if (map) 980 else if (map)
1081 { 981 {
1082 /* Re did the following section of code - it looks like it had 982 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995 mapspace &ms = this->ms ();
1085 996
1086 /* link the object above us */ 997 /* link the object above us */
1087 if (above) 998 if (above)
1088 above->below = below; 999 above->below = below;
1089 else 1000 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
1091 1002
1092 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1093 if (below) 1004 if (below)
1094 below->above = above; 1005 below->above = above;
1095 else 1006 else
1097 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1010 * evident
1100 */ 1011 */
1101 if (GET_MAP_OB (map, x, y) != this) 1012 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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); 1013 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 ());
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111 1014
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
1113 } 1016 }
1114 1017
1115 above = 0; 1018 above = 0;
1116 below = 0; 1019 below = 0;
1117 1020
1118 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1119 return; 1022 return;
1120 1023
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1025
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1027 {
1125 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1126 * being removed. 1029 * being removed.
1127 */ 1030 */
1128 1031
1132 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1133 * appropriately. 1036 * appropriately.
1134 */ 1037 */
1135 if (tmp->container == this) 1038 if (tmp->container == this)
1136 { 1039 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1041 tmp->container = 0;
1139 } 1042 }
1140 1043
1044 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1045 tmp->contr->ns->floorbox_update ();
1142 } 1046 }
1143 1047
1144 /* See if player moving off should effect something */ 1048 /* See if object moving off should effect something */
1145 if (check_walk_off 1049 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1050 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1052 {
1149 move_apply (tmp, this, 0); 1053 move_apply (tmp, this, 0);
1151 if (destroyed ()) 1055 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1057 }
1154 1058
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156 1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1157 if (tmp->above == tmp) 1061 if (tmp->above == tmp)
1158 tmp->above = 0; 1062 tmp->above = 0;
1159 1063
1160 last = tmp; 1064 last = tmp;
1161 } 1065 }
1162 1066
1163 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1069 if (!last)
1165 { 1070 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1071 else
1175 update_object (last, UP_OBJ_REMOVE); 1072 update_object (last, UP_OBJ_REMOVE);
1176 1073
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1075 update_all_los (map, x, y);
1179 } 1076 }
1180} 1077}
1181 1078
1182/* 1079/*
1191merge_ob (object *op, object *top) 1088merge_ob (object *op, object *top)
1192{ 1089{
1193 if (!op->nrof) 1090 if (!op->nrof)
1194 return 0; 1091 return 0;
1195 1092
1196 if (top == NULL) 1093 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1094 for (top = op; top && top->above; top = top->above)
1095 ;
1198 1096
1199 for (; top != NULL; top = top->below) 1097 for (; top; top = top->below)
1200 { 1098 {
1201 if (top == op) 1099 if (top == op)
1202 continue; 1100 continue;
1203 1101
1204 if (object::can_merge (op, top)) 1102 if (object::can_merge (op, top))
1214 1112
1215 return 0; 1113 return 0;
1216} 1114}
1217 1115
1218/* 1116/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1221 */ 1119 */
1222object * 1120object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1122{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1124 {
1232 tmp->x = x + tmp->arch->clone.x; 1125 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y; 1126 tmp->y = y + tmp->arch->clone.y;
1234 } 1127 }
1235 1128
1254 * Return value: 1147 * Return value:
1255 * new object if 'op' was merged with other object 1148 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1149 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1150 * just 'op' otherwise
1258 */ 1151 */
1259
1260object * 1152object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1154{
1263 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1264 sint16 x, y;
1265 1156
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1267 { 1158 {
1268 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL; 1160 return NULL;
1270 } 1161 }
1271 1162
1272 if (m == NULL) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1167
1168 if (!m)
1273 { 1169 {
1274 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump); 1172 free (dump);
1277 return op; 1173 return op;
1290#endif 1186#endif
1291 free (dump); 1187 free (dump);
1292 return op; 1188 return op;
1293 } 1189 }
1294 1190
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more; 1191 if (object *more = op->more)
1308 1192 {
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1325 { 1194 {
1326 if (!op->head) 1195 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1197
1329 return NULL; 1198 return 0;
1330 } 1199 }
1331 } 1200 }
1332 1201
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1202 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1203
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1205 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1206 * need extra work
1338 */ 1207 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1209 return 0;
1341 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1342 1213
1343 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1344 */ 1215 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1348 { 1219 {
1349 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1221 tmp->destroy ();
1351 } 1222 }
1368 op->below = originator->below; 1239 op->below = originator->below;
1369 1240
1370 if (op->below) 1241 if (op->below)
1371 op->below->above = op; 1242 op->below->above = op;
1372 else 1243 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1244 ms.bot = op;
1374 1245
1375 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1376 originator->below = op; 1247 originator->below = op;
1377 } 1248 }
1378 else 1249 else
1379 { 1250 {
1251 top = ms.bot;
1252
1380 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1255 {
1383 object *last = NULL; 1256 object *last = 0;
1384 1257
1385 /* 1258 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1259 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1260 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1261 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1265 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1266 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1267 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1396 */ 1269 */
1397 1270 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1271 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1273 floor = top;
1402 1274
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1278 top = top->below;
1407 break; 1279 break;
1408 } 1280 }
1409 1281
1410 last = top; 1282 last = top;
1411 top = top->above;
1412 } 1283 }
1413 1284
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1285 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1286 top = last;
1416 1287
1418 * looks like instead of lots of conditions here. 1289 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1290 * makes things faster, and effectively the same result.
1420 */ 1291 */
1421 1292
1422 /* Have object 'fall below' other objects that block view. 1293 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1294 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1297 * stacking is a bit odd.
1427 */ 1298 */
1428 if (!(flag & INS_ON_TOP) && 1299 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !faces [op->face].visibility))
1430 { 1302 {
1431 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1305 break;
1306
1434 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1308 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1310 * set top to the object below us.
1438 */ 1311 */
1440 top = last->below; 1313 top = last->below;
1441 } 1314 }
1442 } /* If objects on this space */ 1315 } /* If objects on this space */
1443 1316
1444 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1446 1319
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1321 top = floor;
1449 1322
1450 /* Top is the object that our object (op) is going to get inserted above. 1323 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1324 */
1452 1325
1453 /* First object on this space */ 1326 /* First object on this space */
1454 if (!top) 1327 if (!top)
1455 { 1328 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1457 1330
1458 if (op->above) 1331 if (op->above)
1459 op->above->below = op; 1332 op->above->below = op;
1460 1333
1461 op->below = NULL; 1334 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1335 ms.bot = op;
1463 } 1336 }
1464 else 1337 else
1465 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1466 op->above = top->above; 1339 op->above = top->above;
1467 1340
1470 1343
1471 op->below = top; 1344 op->below = top;
1472 top->above = op; 1345 top->above = op;
1473 } 1346 }
1474 1347
1475 if (op->above == NULL) 1348 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1349 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1478 1351
1479 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1353 {
1480 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1355 ++op->map->players;
1356 op->map->touch ();
1357 }
1358
1359 op->map->dirty = true;
1481 1360
1482 /* If we have a floor, we know the player, if any, will be above 1361 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1362 * it, so save a few ticks and start from there.
1484 */ 1363 */
1485 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1365 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1366 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1489 1368
1490 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1370 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1371 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1372 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1373 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1374 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1375 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1376 * of effect may be sufficient.
1498 */ 1377 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1378 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1379 update_all_los (op->map, op->x, op->y);
1501 1380
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1381 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1382 update_object (op, UP_OBJ_INSERT);
1383
1384 INVOKE_OBJECT (INSERT, op);
1504 1385
1505 /* Don't know if moving this to the end will break anything. However, 1386 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1387 * we want to have floorbox_update called before calling this.
1507 * 1388 *
1508 * check_move_on() must be after this because code called from 1389 * check_move_on() must be after this because code called from
1513 1394
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1395 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1396 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1397 {
1517 if (check_move_on (op, originator)) 1398 if (check_move_on (op, originator))
1518 return NULL; 1399 return 0;
1519 1400
1520 /* If we are a multi part object, lets work our way through the check 1401 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1402 * walk on's.
1522 */ 1403 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1405 if (check_move_on (tmp, originator))
1525 return NULL; 1406 return 0;
1526 } 1407 }
1527 1408
1528 return op; 1409 return op;
1529} 1410}
1530 1411
1531/* this function inserts an object in the map, but if it 1412/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1413 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1414 * op is the object to insert it under: supplies x and the map.
1534 */ 1415 */
1535void 1416void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1417replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1418{
1538 object * 1419 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1420
1543 /* first search for itself and remove any old instances */ 1421 /* first search for itself and remove any old instances */
1544 1422
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1547 tmp->destroy (); 1425 tmp->destroy ();
1548 1426
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1427 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1428
1551 tmp1->x = op->x; 1429 tmp1->x = op->x;
1552 tmp1->y = op->y; 1430 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1432}
1433
1434// XXX: function not returning object*
1435object *
1436object::insert_at (object *where, object *originator, int flags)
1437{
1438 where->map->insert (this, where->x, where->y, originator, flags);
1554} 1439}
1555 1440
1556/* 1441/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1443 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1444 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1445 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1446 * global static errmsg array.
1562 */ 1447 */
1563
1564object * 1448object *
1565get_split_ob (object *orig_ob, uint32 nr) 1449get_split_ob (object *orig_ob, uint32 nr)
1566{ 1450{
1567 object *newob; 1451 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1604 1488
1605object * 1489object *
1606decrease_ob_nr (object *op, uint32 i) 1490decrease_ob_nr (object *op, uint32 i)
1607{ 1491{
1608 object *tmp; 1492 object *tmp;
1609 player *pl;
1610 1493
1611 if (i == 0) /* objects with op->nrof require this check */ 1494 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1495 return op;
1613 1496
1614 if (i > op->nrof) 1497 if (i > op->nrof)
1619 else if (op->env) 1502 else if (op->env)
1620 { 1503 {
1621 /* is this object in the players inventory, or sub container 1504 /* is this object in the players inventory, or sub container
1622 * therein? 1505 * therein?
1623 */ 1506 */
1624 tmp = is_player_inv (op->env); 1507 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1508 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1509 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1510 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1511 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1512 * and then searching the map for a player.
1630 */ 1513 */
1631 if (!tmp) 1514 if (!tmp)
1632 { 1515 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1516 if (pl->ob->container == op->env)
1635 { 1517 {
1636 tmp = pl->ob; 1518 tmp = pl->ob;
1637 break; 1519 break;
1638 } 1520 }
1639 }
1640 1521
1641 if (i < op->nrof) 1522 if (i < op->nrof)
1642 { 1523 {
1643 sub_weight (op->env, op->weight * i); 1524 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1525 op->nrof -= i;
1777 add_weight (this, op->weight * op->nrof); 1658 add_weight (this, op->weight * op->nrof);
1778 } 1659 }
1779 else 1660 else
1780 add_weight (this, (op->weight + op->carrying)); 1661 add_weight (this, (op->weight + op->carrying));
1781 1662
1782 otmp = is_player_inv (this); 1663 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1664 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1666 otmp->update_stats ();
1786 1667
1787 op->map = NULL; 1668 op->map = 0;
1788 op->env = this; 1669 op->env = this;
1789 op->above = NULL; 1670 op->above = 0;
1790 op->below = NULL; 1671 op->below = 0;
1791 op->x = 0, op->y = 0; 1672 op->x = 0, op->y = 0;
1792 1673
1793 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1675 if ((op->glow_radius != 0) && map)
1795 { 1676 {
1796#ifdef DEBUG_LIGHTS 1677#ifdef DEBUG_LIGHTS
1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1798#endif /* DEBUG_LIGHTS */ 1679#endif /* DEBUG_LIGHTS */
1799 if (MAP_DARKNESS (map)) 1680 if (map->darkness)
1800 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1801 } 1682 }
1802 1683
1803 /* Client has no idea of ordering so lets not bother ordering it here. 1684 /* Client has no idea of ordering so lets not bother ordering it here.
1804 * It sure simplifies this function... 1685 * It sure simplifies this function...
1809 { 1690 {
1810 op->below = inv; 1691 op->below = inv;
1811 op->below->above = op; 1692 op->below->above = op;
1812 inv = op; 1693 inv = op;
1813 } 1694 }
1695
1696 INVOKE_OBJECT (INSERT, this);
1814 1697
1815 return op; 1698 return op;
1816} 1699}
1817 1700
1818/* 1701/*
1833 * 1716 *
1834 * MSW 2001-07-08: Check all objects on space, not just those below 1717 * MSW 2001-07-08: Check all objects on space, not just those below
1835 * object being inserted. insert_ob_in_map may not put new objects 1718 * object being inserted. insert_ob_in_map may not put new objects
1836 * on top. 1719 * on top.
1837 */ 1720 */
1838
1839int 1721int
1840check_move_on (object *op, object *originator) 1722check_move_on (object *op, object *originator)
1841{ 1723{
1842 object *tmp; 1724 object *tmp;
1843 maptile *m = op->map; 1725 maptile *m = op->map;
1870 1752
1871 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1873 */ 1755 */
1874 1756
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1876 { 1758 {
1877 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them. 1761 * we don't need to check all of them.
1880 */ 1762 */
1898 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1899 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1900 { 1782 {
1901 1783
1902 float 1784 float
1903 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1904 1786
1905 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1906 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1907 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1908 diff /= 4.0; 1790 diff /= 4.0;
1935/* 1817/*
1936 * present_arch(arch, map, x, y) searches for any objects with 1818 * present_arch(arch, map, x, y) searches for any objects with
1937 * a matching archetype at the given map and coordinates. 1819 * a matching archetype at the given map and coordinates.
1938 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1939 */ 1821 */
1940
1941object * 1822object *
1942present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1943{ 1824{
1944 object *
1945 tmp;
1946
1947 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1948 { 1826 {
1949 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1950 return NULL; 1828 return NULL;
1951 } 1829 }
1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1953 if (tmp->arch == at) 1832 if (tmp->arch == at)
1954 return tmp; 1833 return tmp;
1834
1955 return NULL; 1835 return NULL;
1956} 1836}
1957 1837
1958/* 1838/*
1959 * present(type, map, x, y) searches for any objects with 1839 * present(type, map, x, y) searches for any objects with
1960 * a matching type variable at the given map and coordinates. 1840 * a matching type variable at the given map and coordinates.
1961 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
1962 */ 1842 */
1963
1964object * 1843object *
1965present (unsigned char type, maptile *m, int x, int y) 1844present (unsigned char type, maptile *m, int x, int y)
1966{ 1845{
1967 object *
1968 tmp;
1969
1970 if (out_of_map (m, x, y)) 1846 if (out_of_map (m, x, y))
1971 { 1847 {
1972 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1849 return NULL;
1974 } 1850 }
1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1851
1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if (tmp->type == type) 1853 if (tmp->type == type)
1977 return tmp; 1854 return tmp;
1855
1978 return NULL; 1856 return NULL;
1979} 1857}
1980 1858
1981/* 1859/*
1982 * present_in_ob(type, object) searches for any objects with 1860 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1861 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1985 */ 1863 */
1986
1987object * 1864object *
1988present_in_ob (unsigned char type, const object *op) 1865present_in_ob (unsigned char type, const object *op)
1989{ 1866{
1990 object *
1991 tmp;
1992
1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 if (tmp->type == type) 1868 if (tmp->type == type)
1995 return tmp; 1869 return tmp;
1870
1996 return NULL; 1871 return NULL;
1997} 1872}
1998 1873
1999/* 1874/*
2000 * present_in_ob (type, str, object) searches for any objects with 1875 * present_in_ob (type, str, object) searches for any objects with
2008 * str is the string to match against. Note that we match against 1883 * str is the string to match against. Note that we match against
2009 * the object name, not the archetype name. this is so that the 1884 * the object name, not the archetype name. this is so that the
2010 * spell code can use one object type (force), but change it's name 1885 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1886 * to be unique.
2012 */ 1887 */
2013
2014object * 1888object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1889present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1890{
2017 object *
2018 tmp;
2019
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1892 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1893 return tmp;
2024 } 1894
2025 return NULL; 1895 return 0;
2026} 1896}
2027 1897
2028/* 1898/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1899 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1900 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
2032 */ 1902 */
2033
2034object * 1903object *
2035present_arch_in_ob (const archetype *at, const object *op) 1904present_arch_in_ob (const archetype *at, const object *op)
2036{ 1905{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2041 if (tmp->arch == at) 1907 if (tmp->arch == at)
2042 return tmp; 1908 return tmp;
1909
2043 return NULL; 1910 return NULL;
2044} 1911}
2045 1912
2046/* 1913/*
2047 * activate recursively a flag on an object inventory 1914 * activate recursively a flag on an object inventory
2048 */ 1915 */
2049void 1916void
2050flag_inv (object *op, int flag) 1917flag_inv (object *op, int flag)
2051{ 1918{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1919 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1921 {
2058 SET_FLAG (tmp, flag); 1922 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1923 flag_inv (tmp, flag);
2060 } 1924 }
2061} /* 1925}
1926
1927/*
2062 * desactivate recursively a flag on an object inventory 1928 * deactivate recursively a flag on an object inventory
2063 */ 1929 */
2064void 1930void
2065unflag_inv (object *op, int flag) 1931unflag_inv (object *op, int flag)
2066{ 1932{
2067 object *
2068 tmp;
2069
2070 if (op->inv) 1933 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 { 1935 {
2073 CLEAR_FLAG (tmp, flag); 1936 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1937 unflag_inv (tmp, flag);
2075 } 1938 }
2076} 1939}
2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2080 * all it's inventory (recursively). 1943 * all it's inventory (recursively).
2081 * If checksums are used, a player will get set_cheat called for 1944 * If checksums are used, a player will get set_cheat called for
2082 * him/her-self and all object carried by a call to this function. 1945 * him/her-self and all object carried by a call to this function.
2083 */ 1946 */
2084
2085void 1947void
2086set_cheat (object *op) 1948set_cheat (object *op)
2087{ 1949{
2088 SET_FLAG (op, FLAG_WAS_WIZ); 1950 SET_FLAG (op, FLAG_WAS_WIZ);
2089 flag_inv (op, FLAG_WAS_WIZ); 1951 flag_inv (op, FLAG_WAS_WIZ);
2108 * because arch_blocked (now ob_blocked) needs to know the movement type 1970 * because arch_blocked (now ob_blocked) needs to know the movement type
2109 * to know if the space in question will block the object. We can't use 1971 * to know if the space in question will block the object. We can't use
2110 * the archetype because that isn't correct if the monster has been 1972 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 1973 * customized, changed states, etc.
2112 */ 1974 */
2113
2114int 1975int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 1977{
2117 int
2118 i,
2119 index = 0, flag; 1978 int index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 1979 int altern[SIZEOFFREE];
2122 1980
2123 for (i = start; i < stop; i++) 1981 for (int i = start; i < stop; i++)
2124 { 1982 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2126 if (!flag) 1984 if (!flag)
2127 altern[index++] = i; 1985 altern [index++] = i;
2128 1986
2129 /* Basically, if we find a wall on a space, we cut down the search size. 1987 /* Basically, if we find a wall on a space, we cut down the search size.
2130 * In this way, we won't return spaces that are on another side of a wall. 1988 * In this way, we won't return spaces that are on another side of a wall.
2131 * This mostly work, but it cuts down the search size in all directions - 1989 * This mostly work, but it cuts down the search size in all directions -
2132 * if the space being examined only has a wall to the north and empty 1990 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 1991 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 1992 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 1993 * won't look 2 spaces south of the target space.
2136 */ 1994 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 1996 stop = maxfree[i];
2139 } 1997 }
1998
2140 if (!index) 1999 if (!index)
2141 return -1; 2000 return -1;
2001
2142 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2143} 2003}
2144 2004
2145/* 2005/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2008 * But it will return the first available spot, not a random choice.
2149 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2009 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2010 */
2151
2152int 2011int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2012find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2013{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2014 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2016 return i;
2162 } 2017
2163 return -1; 2018 return -1;
2164} 2019}
2165 2020
2166/* 2021/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2022 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2023 * arr[begin..end-1].
2024 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2025 */
2170static void 2026static void
2171permute (int *arr, int begin, int end) 2027permute (int *arr, int begin, int end)
2172{ 2028{
2173 int 2029 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2030 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2031
2184 tmp = arr[i]; 2032 while (--end)
2185 arr[i] = arr[j]; 2033 swap (arr [end], arr [rndm (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2034}
2189 2035
2190/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2192 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2195 * the 3x3 area will be searched, just not in a predictable order. 2041 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2042 */
2197void 2043void
2198get_search_arr (int *search_arr) 2044get_search_arr (int *search_arr)
2199{ 2045{
2200 int 2046 int i;
2201 i;
2202 2047
2203 for (i = 0; i < SIZEOFFREE; i++) 2048 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2049 search_arr[i] = i;
2206 }
2207 2050
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2051 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2052 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2053 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2054}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2063 * Perhaps incorrectly, but I'm making the assumption that exclude
2221 * is actually want is going to try and move there. We need this info 2064 * is actually want is going to try and move there. We need this info
2222 * because we have to know what movement the thing looking to move 2065 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2066 * there is capable of.
2224 */ 2067 */
2225
2226int 2068int
2227find_dir (maptile *m, int x, int y, object *exclude) 2069find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2070{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2071 int i, max = SIZEOFFREE, mflags;
2232 2072
2233 sint16 nx, ny; 2073 sint16 nx, ny;
2234 object * 2074 object *tmp;
2235 tmp;
2236 maptile * 2075 maptile *mp;
2237 mp;
2238 2076
2239 MoveType blocked, move_type; 2077 MoveType blocked, move_type;
2240 2078
2241 if (exclude && exclude->head) 2079 if (exclude && exclude->head)
2242 { 2080 {
2254 mp = m; 2092 mp = m;
2255 nx = x + freearr_x[i]; 2093 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2094 ny = y + freearr_y[i];
2257 2095
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2097
2259 if (mflags & P_OUT_OF_MAP) 2098 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2099 max = maxfree[i];
2262 }
2263 else 2100 else
2264 { 2101 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2102 mapspace &ms = mp->at (nx, ny);
2103
2104 blocked = ms.move_block;
2266 2105
2267 if ((move_type & blocked) == move_type) 2106 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2107 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2108 else if (mflags & P_IS_ALIVE)
2272 { 2109 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2110 for (tmp = ms.bot; tmp; tmp = tmp->above)
2274 { 2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2112 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2277 break; 2113 break;
2278 } 2114
2279 }
2280 if (tmp) 2115 if (tmp)
2281 {
2282 return freedir[i]; 2116 return freedir[i];
2283 }
2284 } 2117 }
2285 } 2118 }
2286 } 2119 }
2120
2287 return 0; 2121 return 0;
2288} 2122}
2289 2123
2290/* 2124/*
2291 * distance(object 1, object 2) will return the square of the 2125 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2126 * distance between the two given objects.
2293 */ 2127 */
2294
2295int 2128int
2296distance (const object *ob1, const object *ob2) 2129distance (const object *ob1, const object *ob2)
2297{ 2130{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2132}
2304 2133
2305/* 2134/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2135 * find_dir_2(delta-x,delta-y) will return a direction in which
2307 * an object which has subtracted the x and y coordinates of another 2136 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2137 * object, needs to travel toward it.
2309 */ 2138 */
2310
2311int 2139int
2312find_dir_2 (int x, int y) 2140find_dir_2 (int x, int y)
2313{ 2141{
2314 int 2142 int q;
2315 q;
2316 2143
2317 if (y) 2144 if (y)
2318 q = x * 100 / y; 2145 q = x * 100 / y;
2319 else if (x) 2146 else if (x)
2320 q = -300 * x; 2147 q = -300 * x;
2345 2172
2346 return 3; 2173 return 3;
2347} 2174}
2348 2175
2349/* 2176/*
2350 * absdir(int): Returns a number between 1 and 8, which represent
2351 * the "absolute" direction of a number (it actually takes care of
2352 * "overflow" in previous calculations of a direction).
2353 */
2354
2355int
2356absdir (int d)
2357{
2358 while (d < 1)
2359 d += 8;
2360 while (d > 8)
2361 d -= 8;
2362 return d;
2363}
2364
2365/*
2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2367 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2368 */ 2179 */
2369
2370int 2180int
2371dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2372{ 2182{
2373 int 2183 int d;
2374 d;
2375 2184
2376 d = abs (dir1 - dir2); 2185 d = abs (dir1 - dir2);
2377 if (d > 4) 2186 if (d > 4)
2378 d = 8 - d; 2187 d = 8 - d;
2188
2379 return d; 2189 return d;
2380} 2190}
2381 2191
2382/* peterm: 2192/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2386 * This basically means that if direction is 15, then it could either go 2196 * This basically means that if direction is 15, then it could either go
2387 * direction 4, 14, or 16 to get back to where we are. 2197 * direction 4, 14, or 16 to get back to where we are.
2388 * Moved from spell_util.c to object.c with the other related direction 2198 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2199 * functions.
2390 */ 2200 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2201int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2202 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2203 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2204 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2205 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2206 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2254 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2255 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2256 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2257 * Modified to be map tile aware -.MSW
2450 */ 2258 */
2451
2452
2453int 2259int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2260can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2261{
2456 sint16 dx, dy; 2262 sint16 dx, dy;
2457 int
2458 mflags; 2263 int mflags;
2459 2264
2460 if (dir < 0) 2265 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2266 return 0; /* exit condition: invalid direction */
2462 2267
2463 dx = x + freearr_x[dir]; 2268 dx = x + freearr_x[dir];
2476 return 0; 2281 return 0;
2477 2282
2478 /* yes, can see. */ 2283 /* yes, can see. */
2479 if (dir < 9) 2284 if (dir < 9)
2480 return 1; 2285 return 1;
2286
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2287 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2288 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2289 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2290}
2484
2485
2486 2291
2487/* 2292/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2293 * can_pick(picker, item): finds out if an object is possible to be
2489 * picked up by the picker. Returnes 1 if it can be 2294 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2295 * picked up, otherwise 0.
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2308 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2309}
2505 2310
2506
2507/* 2311/*
2508 * create clone from object to another 2312 * create clone from object to another
2509 */ 2313 */
2510object * 2314object *
2511object_create_clone (object *asrc) 2315object_create_clone (object *asrc)
2530 { 2334 {
2531 dst = tmp; 2335 dst = tmp;
2532 tmp->head = 0; 2336 tmp->head = 0;
2533 } 2337 }
2534 else 2338 else
2535 {
2536 tmp->head = dst; 2339 tmp->head = dst;
2537 }
2538 2340
2539 tmp->more = 0; 2341 tmp->more = 0;
2540 2342
2541 if (prev) 2343 if (prev)
2542 prev->more = tmp; 2344 prev->more = tmp;
2546 2348
2547 for (item = src->inv; item; item = item->below) 2349 for (item = src->inv; item; item = item->below)
2548 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2549 2351
2550 return dst; 2352 return dst;
2551}
2552
2553/* GROS - Creates an object using a string representing its content. */
2554/* Basically, we save the content of the string to a temp file, then call */
2555/* load_object on it. I admit it is a highly inefficient way to make things, */
2556/* but it was simple to make and allows reusing the load_object function. */
2557/* Remember not to use load_object_str in a time-critical situation. */
2558/* Also remember that multiparts objects are not supported for now. */
2559
2560object *
2561load_object_str (const char *obstr)
2562{
2563 object *op;
2564 char filename[MAX_BUF];
2565
2566 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2567
2568 FILE *tempfile = fopen (filename, "w");
2569
2570 if (tempfile == NULL)
2571 {
2572 LOG (llevError, "Error - Unable to access load object temp file\n");
2573 return NULL;
2574 }
2575
2576 fprintf (tempfile, obstr);
2577 fclose (tempfile);
2578
2579 op = object::create ();
2580
2581 object_thawer thawer (filename);
2582
2583 if (thawer)
2584 load_object (thawer, op, 0);
2585
2586 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2587 CLEAR_FLAG (op, FLAG_REMOVED);
2588
2589 return op;
2590} 2353}
2591 2354
2592/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2593 * has the same type and subtype match. 2356 * has the same type and subtype match.
2594 * returns NULL if no match. 2357 * returns NULL if no match.
2595 */ 2358 */
2596object * 2359object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2360find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2361{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2362 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2363 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2364 return tmp;
2604 2365
2605 return NULL; 2366 return 0;
2606} 2367}
2607 2368
2608/* If ob has a field named key, return the link from the list, 2369/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL. 2370 * otherwise return NULL.
2610 * 2371 *
2612 * do the desired thing. 2373 * do the desired thing.
2613 */ 2374 */
2614key_value * 2375key_value *
2615get_ob_key_link (const object *ob, const char *key) 2376get_ob_key_link (const object *ob, const char *key)
2616{ 2377{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next) 2378 for (key_value *link = ob->key_values; link; link = link->next)
2620 if (link->key == key) 2379 if (link->key == key)
2621 return link; 2380 return link;
2622 2381
2623 return NULL; 2382 return 0;
2624} 2383}
2625 2384
2626/* 2385/*
2627 * Returns the value of op has an extra_field for key, or NULL. 2386 * Returns the value of op has an extra_field for key, or NULL.
2628 * 2387 *
2653 if (link->key == canonical_key) 2412 if (link->key == canonical_key)
2654 return link->value; 2413 return link->value;
2655 2414
2656 return 0; 2415 return 0;
2657} 2416}
2658
2659 2417
2660/* 2418/*
2661 * Updates the canonical_key in op to value. 2419 * Updates the canonical_key in op to value.
2662 * 2420 *
2663 * canonical_key is a shared string (value doesn't have to be). 2421 * canonical_key is a shared string (value doesn't have to be).
2668 * Returns TRUE on success. 2426 * Returns TRUE on success.
2669 */ 2427 */
2670int 2428int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2429set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2430{
2673 key_value *
2674 field = NULL, *last = NULL; 2431 key_value *field = NULL, *last = NULL;
2675 2432
2676 for (field = op->key_values; field != NULL; field = field->next) 2433 for (field = op->key_values; field != NULL; field = field->next)
2677 { 2434 {
2678 if (field->key != canonical_key) 2435 if (field->key != canonical_key)
2679 { 2436 {
2707 /* IF we get here, key doesn't exist */ 2464 /* IF we get here, key doesn't exist */
2708 2465
2709 /* No field, we'll have to add it. */ 2466 /* No field, we'll have to add it. */
2710 2467
2711 if (!add_key) 2468 if (!add_key)
2712 {
2713 return FALSE; 2469 return FALSE;
2714 } 2470
2715 /* There isn't any good reason to store a null 2471 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has 2472 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't 2473 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings, 2474 * be here. If user wants to store empty strings,
2719 * should pass in "" 2475 * should pass in ""
2768 } 2524 }
2769 else 2525 else
2770 item = item->env; 2526 item = item->env;
2771} 2527}
2772 2528
2529
2530const char *
2531object::flag_desc (char *desc, int len) const
2532{
2533 char *p = desc;
2534 bool first = true;
2535
2536 *p = 0;
2537
2538 for (int i = 0; i < NUM_FLAGS; i++)
2539 {
2540 if (len <= 10) // magic constant!
2541 {
2542 snprintf (p, len, ",...");
2543 break;
2544 }
2545
2546 if (flag [i])
2547 {
2548 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2549 len -= cnt;
2550 p += cnt;
2551 first = false;
2552 }
2553 }
2554
2555 return desc;
2556}
2557
2773// return a suitable string describing an objetc in enough detail to find it 2558// return a suitable string describing an object in enough detail to find it
2774const char * 2559const char *
2775object::debug_desc (char *info) const 2560object::debug_desc (char *info) const
2776{ 2561{
2562 char flagdesc[512];
2777 char info2[256 * 3]; 2563 char info2[256 * 4];
2778 char *p = info; 2564 char *p = info;
2779 2565
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2781 count, 2567 count, uuid.seq,
2782 &name, 2568 &name,
2783 title ? " " : "", 2569 title ? "\",title:\"" : "",
2784 title ? (const char *)title : ""); 2570 title ? (const char *)title : "",
2571 flag_desc (flagdesc, 512), type);
2785 2572
2786 if (env) 2573 if (env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2574 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788 2575
2789 if (map) 2576 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2577 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2791 2578
2792 return info; 2579 return info;
2793} 2580}
2794 2581
2795const char * 2582const char *
2796object::debug_desc () const 2583object::debug_desc () const
2797{ 2584{
2798 static char info[256 * 3]; 2585 static char info[256 * 4];
2799 return debug_desc (info); 2586 return debug_desc (info);
2800} 2587}
2801 2588
2589const char *
2590object::debug_desc2 () const
2591{
2592 static char info[256 * 4];
2593 return debug_desc (info);
2594}
2595
2596struct region *
2597object::region () const
2598{
2599 return map ? map->region (x, y)
2600 : region::default_region ();
2601}
2602
2603const materialtype_t *
2604object::dominant_material () const
2605{
2606 if (materialtype_t *mat = name_to_material (materialname))
2607 return mat;
2608
2609 // omfg this is slow, this has to be temporary :)
2610 shstr unknown ("unknown");
2611
2612 return name_to_material (unknown);
2613}
2614
2615void
2616object::open_container (object *new_container)
2617{
2618 if (container == new_container)
2619 return;
2620
2621 if (object *old_container = container)
2622 {
2623 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2624 return;
2625
2626#if 0
2627 // remove the "Close old_container" object.
2628 if (object *closer = old_container->inv)
2629 if (closer->type == CLOSE_CON)
2630 closer->destroy ();
2631#endif
2632
2633 old_container->flag [FLAG_APPLIED] = 0;
2634 container = 0;
2635
2636 esrv_update_item (UPD_FLAGS, this, old_container);
2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2638 }
2639
2640 if (new_container)
2641 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2643 return;
2644
2645 // TODO: this does not seem to serve any purpose anymore?
2646#if 0
2647 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch)
2649 {
2650 object *closer = arch_to_object (new_container->other_arch);
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer);
2653 }
2654#endif
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2657
2658 new_container->flag [FLAG_APPLIED] = 1;
2659 container = new_container;
2660
2661 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container);
2663 }
2664}
2665
2666

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