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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.160 by root, Tue Jun 5 13:05:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 224
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 227
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 229 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 230 || ob1->name != ob2->name
229 || ob1->title != ob2->title 231 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 232 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 233 || ob1->weight != ob2->weight
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 3); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
455/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 522 * refcounts and freeing the links.
457 */ 523 */
458static void 524static void
459free_key_values (object *op) 525free_key_values (object *op)
460{ 526{
461 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
462 { 528 {
463 key_value *next = i->next; 529 key_value *next = i->next;
464 delete i; 530 delete i;
465 531
466 i = next; 532 i = next;
467 } 533 }
468 534
469 op->key_values = 0; 535 op->key_values = 0;
470} 536}
471 537
472/* 538object &
473 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 540{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
485 543
486 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
487 *(object_pod *)dst = *this;
488 545
489 if (self || cb) 546 flag [FLAG_FREED] = is_freed;
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 547 flag [FLAG_REMOVED] = is_removed;
491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
498 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 548
501 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
502 if (key_values) 550 if (src.key_values)
503 { 551 {
504 key_value *tail = 0; 552 key_value *tail = 0;
505 key_value *i;
506
507 dst->key_values = 0; 553 key_values = 0;
508 554
509 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
510 { 556 {
511 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
512 558
513 new_link->next = 0; 559 new_link->next = 0;
514 new_link->key = i->key; 560 new_link->key = i->key;
515 new_link->value = i->value; 561 new_link->value = i->value;
516 562
517 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
518 if (!dst->key_values) 564 if (!key_values)
519 { 565 {
520 dst->key_values = new_link; 566 key_values = new_link;
521 tail = new_link; 567 tail = new_link;
522 } 568 }
523 else 569 else
524 { 570 {
525 tail->next = new_link; 571 tail->next = new_link;
526 tail = new_link; 572 tail = new_link;
527 } 573 }
528 } 574 }
529 } 575 }
576}
530 577
531 update_ob_speed (dst); 578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
532} 614}
533 615
534object * 616object *
535object::clone () 617object::clone ()
536{ 618{
542/* 624/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
546 */ 628 */
547
548void 629void
549update_turn_face (object *op) 630update_turn_face (object *op)
550{ 631{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 633 return;
634
553 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
555} 637}
556 638
557/* 639/*
558 * Updates the speed of an object. If the speed changes from 0 to another 640 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 641 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
561 */ 643 */
562void 644void
563update_ob_speed (object *op) 645object::set_speed (float speed)
564{ 646{
565 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 648 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 650 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 651 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 652
590 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 654
594 if (op->active_next != NULL) 655 if (has_active_speed ())
595 op->active_next->active_prev = op; 656 activate ();
596
597 active_objects = op;
598 }
599 else 657 else
600 { 658 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 659}
655 660
656/* 661/*
657 * update_object() updates the the map. 662 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
672 */ 677 */
673void 678void
674update_object (object *op, int action) 679update_object (object *op, int action)
675{ 680{
676 MoveType move_on, move_off, move_block, move_slow;
677
678 if (op == NULL) 681 if (op == NULL)
679 { 682 {
680 /* this should never happen */ 683 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
682 return; 685 return;
695 */ 698 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 700 return;
698 701
699 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 704 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 706#ifdef MANY_CORES
704 abort (); 707 abort ();
705#endif 708#endif
706 return; 709 return;
707 } 710 }
708 711
709 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
710 713
711 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 715 /* nop */;
713 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
714 { 717 {
715 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 729 * to have move_allow right now.
727 */ 730 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
731 } 734 }
732 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 737 * that is being removed.
735 */ 738 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
740 else 743 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 745
743 if (op->more) 746 if (op->more)
744 update_object (op->more, action); 747 update_object (op->more, action);
745} 748}
746 749
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 750object::object ()
764{ 751{
765 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
766 753
767 expmul = 1.0; 754 expmul = 1.0;
768 face = blank_face; 755 face = blank_face;
769} 756}
770 757
771object::~object () 758object::~object ()
772{ 759{
760 unlink ();
761
773 free_key_values (this); 762 free_key_values (this);
774} 763}
775 764
765static int object_count;
766
776void object::link () 767void object::link ()
777{ 768{
778 count = ++ob_count; 769 assert (!index);//D
779 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
780 772
781 prev = 0; 773 refcnt_inc ();
782 next = object::first; 774 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 775}
789 776
790void object::unlink () 777void object::unlink ()
791{ 778{
792 if (this == object::first) 779 if (!index)
793 object::first = next; 780 return;
794 781
795 /* Remove this object from the list of used objects */ 782 objects.erase (this);
796 if (prev) prev->next = next; 783 refcnt_dec ();
797 if (next) next->prev = prev; 784}
798 785
799 prev = 0; 786void
800 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841}
842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
801} 891}
802 892
803object *object::create () 893object *object::create ()
804{ 894{
805 object *op = new object; 895 object *op = new object;
806 op->link (); 896 op->link ();
807 return op; 897 return op;
808} 898}
809 899
810/* 900void
811 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 902{
822 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
823 return;
824 904
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
826 remove_friendly_object (this); 909 remove_friendly_object (this);
827 910
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 911 if (!flag [FLAG_REMOVED])
829 remove (); 912 remove ();
830 913
831 SET_FLAG (this, FLAG_FREED); 914 destroy_inv (true);
832 915
833 if (more) 916 deactivate ();
834 { 917 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 918
839 if (inv) 919 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 920
881 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
882 { 922 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 924
888 928
889 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 930 freed_map->width = 3;
891 freed_map->height = 3; 931 freed_map->height = 3;
892 932
893 freed_map->allocate (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
894 } 935 }
895 936
896 map = freed_map; 937 map = freed_map;
897 x = 1; 938 x = 1;
898 y = 1; 939 y = 1;
899 } 940 }
900 941
942 head = 0;
943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
901 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
902 owner = 0; 951 owner = 0;
903 enemy = 0; 952 enemy = 0;
904 attacked_by = 0; 953 attacked_by = 0;
954}
905 955
906 // only relevant for players(?), but make sure of it anyways 956void
907 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
908 961
909 /* Remove object from the active list */ 962 if (destroy_inventory)
910 speed = 0; 963 destroy_inv (false);
911 update_ob_speed (this);
912 964
913 unlink (); 965 attachable::destroy ();
914
915 mortals.push_back (this);
916} 966}
917 967
918/* 968/*
919 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)). 970 * weight of an object (and what is carried by it's environment(s)).
936 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
940 * the previous environment. 990 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 991 */
943void 992void
944object::remove () 993object::do_remove ()
945{ 994{
946 object *tmp, *last = 0; 995 object *tmp, *last = 0;
947 object *otmp; 996 object *otmp;
948 997
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 999 return;
953 1000
954 SET_FLAG (this, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
955 1003
956 if (more) 1004 if (more)
957 more->remove (); 1005 more->remove ();
958 1006
959 /* 1007 /*
972 * to save cpu time. 1020 * to save cpu time.
973 */ 1021 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 1023 otmp->update_stats ();
976 1024
977 if (above != NULL) 1025 if (above)
978 above->below = below; 1026 above->below = below;
979 else 1027 else
980 env->inv = below; 1028 env->inv = below;
981 1029
982 if (below != NULL) 1030 if (below)
983 below->above = above; 1031 below->above = above;
984 1032
985 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
991 above = 0, below = 0; 1039 above = 0, below = 0;
992 env = 0; 1040 env = 0;
993 } 1041 }
994 else if (map) 1042 else if (map)
995 { 1043 {
996 /* Re did the following section of code - it looks like it had 1044 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
999 1058
1000 /* link the object above us */ 1059 /* link the object above us */
1001 if (above) 1060 if (above)
1002 above->below = below; 1061 above->below = below;
1003 else 1062 else
1004 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1005 1064
1006 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1007 if (below) 1066 if (below)
1008 below->above = above; 1067 below->above = above;
1009 else 1068 else
1011 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1013 * evident 1072 * evident
1014 */ 1073 */
1015 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "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); 1075 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 ());
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025 1076
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1027 } 1078 }
1028 1079
1029 above = 0; 1080 above = 0;
1030 below = 0; 1081 below = 0;
1031 1082
1032 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1033 return; 1084 return;
1034 1085
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1087
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1089 {
1039 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1040 * being removed. 1091 * being removed.
1041 */ 1092 */
1042 1093
1046 * removed (most likely destroyed), update the player view 1097 * removed (most likely destroyed), update the player view
1047 * appropriately. 1098 * appropriately.
1048 */ 1099 */
1049 if (tmp->container == this) 1100 if (tmp->container == this)
1050 { 1101 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1102 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1103 tmp->container = 0;
1053 } 1104 }
1054 1105
1106 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1107 tmp->contr->ns->floorbox_update ();
1056 } 1108 }
1057 1109
1058 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1059 if (check_walk_off 1111 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1112 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1114 {
1063 move_apply (tmp, this, 0); 1115 move_apply (tmp, this, 0);
1065 if (destroyed ()) 1117 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1119 }
1068 1120
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070 1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1071 if (tmp->above == tmp) 1123 if (tmp->above == tmp)
1072 tmp->above = 0; 1124 tmp->above = 0;
1073 1125
1074 last = tmp; 1126 last = tmp;
1075 } 1127 }
1076 1128
1077 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1131 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1080 else 1133 else
1081 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1082 1135
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1085 } 1138 }
1086} 1139}
1087 1140
1088/* 1141/*
1097merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1098{ 1151{
1099 if (!op->nrof) 1152 if (!op->nrof)
1100 return 0; 1153 return 0;
1101 1154
1102 if (top == NULL) 1155 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1104 1158
1105 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1106 { 1160 {
1107 if (top == op) 1161 if (top == op)
1108 continue; 1162 continue;
1109 1163
1110 if (object::can_merge (op, top)) 1164 if (object::can_merge (op, top))
1119 } 1173 }
1120 1174
1121 return 0; 1175 return 0;
1122} 1176}
1123 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1124/* 1201/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1127 */ 1204 */
1128object * 1205object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1207{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1209 {
1138 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1140 } 1212 }
1141 1213
1142 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1143} 1215}
1144 1216
1160 * Return value: 1232 * Return value:
1161 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1235 * just 'op' otherwise
1164 */ 1236 */
1165
1166object * 1237object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1169 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1170 sint16 x, y;
1171 1243
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1173 {
1174 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL;
1176 }
1177 1245
1178 if (m == NULL) 1246#if 0
1179 { 1247 if (!m->active != !op->active)
1180 char *dump = dump_object (op); 1248 if (m->active)
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1182 free (dump); 1250 else
1183 return op; 1251 op->deactivate_recursive ();
1184 } 1252#endif
1185 1253
1186 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1187 { 1255 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1190#ifdef MANY_CORES 1257#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted. 1260 * improperly inserted.
1194 */ 1261 */
1195 abort (); 1262 abort ();
1196#endif 1263#endif
1197 free (dump);
1198 return op; 1264 return op;
1199 } 1265 }
1200 1266
1201 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1202 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op; 1269 return 0;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more;
1214
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 {
1232 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234
1235 return NULL;
1236 }
1237 }
1238 1270
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1272
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1275 * need extra work
1244 */ 1276 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1246 x = op->x; 1278 return 0;
1247 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1248 1282
1249 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1250 */ 1284 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1254 { 1288 {
1255 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1290 tmp->destroy ();
1257 } 1291 }
1274 op->below = originator->below; 1308 op->below = originator->below;
1275 1309
1276 if (op->below) 1310 if (op->below)
1277 op->below->above = op; 1311 op->below->above = op;
1278 else 1312 else
1279 op->ms ().bottom = op; 1313 ms.bot = op;
1280 1314
1281 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1282 originator->below = op; 1316 originator->below = op;
1283 } 1317 }
1284 else 1318 else
1285 { 1319 {
1320 top = ms.bot;
1321
1286 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1288 { 1324 {
1289 object *last = NULL; 1325 object *last = 0;
1290 1326
1291 /* 1327 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1302 */ 1338 */
1303 1339 for (top = ms.bot; top; top = top->above)
1304 while (top != NULL)
1305 { 1340 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1342 floor = top;
1308 1343
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 top = top->below; 1347 top = top->below;
1313 break; 1348 break;
1314 } 1349 }
1315 1350
1316 last = top; 1351 last = top;
1317 top = top->above;
1318 } 1352 }
1319 1353
1320 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last; 1355 top = last;
1322 1356
1324 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1326 */ 1360 */
1327 1361
1328 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1366 * stacking is a bit odd.
1333 */ 1367 */
1334 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1336 { 1371 {
1337 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1374 break;
1375
1340 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1379 * set top to the object below us.
1344 */ 1380 */
1346 top = last->below; 1382 top = last->below;
1347 } 1383 }
1348 } /* If objects on this space */ 1384 } /* If objects on this space */
1349 1385
1350 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1352 1388
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1390 top = floor;
1355 1391
1356 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1357 */ 1393 */
1358 1394
1359 /* First object on this space */ 1395 /* First object on this space */
1360 if (!top) 1396 if (!top)
1361 { 1397 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1363 1399
1364 if (op->above) 1400 if (op->above)
1365 op->above->below = op; 1401 op->above->below = op;
1366 1402
1367 op->below = NULL; 1403 op->below = 0;
1368 op->ms ().bottom = op; 1404 ms.bot = op;
1369 } 1405 }
1370 else 1406 else
1371 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1372 op->above = top->above; 1408 op->above = top->above;
1373 1409
1376 1412
1377 op->below = top; 1413 op->below = top;
1378 top->above = op; 1414 top->above = op;
1379 } 1415 }
1380 1416
1381 if (op->above == NULL) 1417 if (!op->above)
1382 op->ms ().top = op; 1418 ms.top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1384 1420
1385 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1422 {
1386 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1424 ++op->map->players;
1425 op->map->touch ();
1426 }
1427
1428 op->map->dirty = true;
1387 1429
1388 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1389 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1390 */ 1432 */
1391 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1394 1437
1395 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1440 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1441 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1442 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1443 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1444 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1445 * of effect may be sufficient.
1403 */ 1446 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1447 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1448 update_all_los (op->map, op->x, op->y);
1406 1449
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1451 update_object (op, UP_OBJ_INSERT);
1452
1453 INVOKE_OBJECT (INSERT, op);
1409 1454
1410 /* Don't know if moving this to the end will break anything. However, 1455 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1456 * we want to have floorbox_update called before calling this.
1412 * 1457 *
1413 * check_move_on() must be after this because code called from 1458 * check_move_on() must be after this because code called from
1415 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1416 * update_object(). 1461 * update_object().
1417 */ 1462 */
1418 1463
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1421 { 1466 {
1422 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1423 return NULL; 1468 return 0;
1424 1469
1425 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1471 * walk on's.
1427 */ 1472 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1430 return NULL; 1475 return 0;
1431 } 1476 }
1432 1477
1433 return op; 1478 return op;
1434} 1479}
1435 1480
1442{ 1487{
1443 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1444 1489
1445 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1446 1491
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1449 tmp->destroy (); 1494 tmp->destroy ();
1450 1495
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1497
1453 tmp1->x = op->x; 1498 tmp1->x = op->x;
1454 tmp1->y = op->y; 1499 tmp1->y = op->y;
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1500 insert_ob_in_map (tmp1, op->map, op, 0);
1501}
1502
1503object *
1504object::insert_at (object *where, object *originator, int flags)
1505{
1506 return where->map->insert (this, where->x, where->y, originator, flags);
1456} 1507}
1457 1508
1458/* 1509/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0). 1512 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the 1513 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1514 * global static errmsg array.
1464 */ 1515 */
1465
1466object * 1516object *
1467get_split_ob (object *orig_ob, uint32 nr) 1517get_split_ob (object *orig_ob, uint32 nr)
1468{ 1518{
1469 object *newob; 1519 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1503 * 1553 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */ 1555 */
1506
1507object * 1556object *
1508decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1509{ 1558{
1510 object *tmp; 1559 object *tmp;
1511 player *pl;
1512 1560
1513 if (i == 0) /* objects with op->nrof require this check */ 1561 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1562 return op;
1515 1563
1516 if (i > op->nrof) 1564 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1577 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1578 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1579 * and then searching the map for a player.
1532 */ 1580 */
1533 if (!tmp) 1581 if (!tmp)
1534 { 1582 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1583 if (pl->ob->container == op->env)
1537 { 1584 {
1538 tmp = pl->ob; 1585 tmp = pl->ob;
1539 break; 1586 break;
1540 } 1587 }
1541 }
1542 1588
1543 if (i < op->nrof) 1589 if (i < op->nrof)
1544 { 1590 {
1545 sub_weight (op->env, op->weight * i); 1591 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1592 op->nrof -= i;
1589 1635
1590/* 1636/*
1591 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1592 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1593 */ 1639 */
1594
1595void 1640void
1596add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1597{ 1642{
1598 while (op != NULL) 1643 while (op != NULL)
1599 { 1644 {
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump); 1660 free (dump);
1616 return op; 1661 return op;
1617 } 1662 }
1618 1663
1619 if (where->head) 1664 if (where->head_ () != where)
1620 { 1665 {
1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head; 1667 where = where->head;
1623 } 1668 }
1624 1669
1625 return where->insert (op); 1670 return where->insert (op);
1626} 1671}
1631 * inside the object environment. 1676 * inside the object environment.
1632 * 1677 *
1633 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1635 */ 1680 */
1636
1637object * 1681object *
1638object::insert (object *op) 1682object::insert (object *op)
1639{ 1683{
1640 object *tmp, *otmp; 1684 object *tmp, *otmp;
1641 1685
1696 if ((op->glow_radius != 0) && map) 1740 if ((op->glow_radius != 0) && map)
1697 { 1741 {
1698#ifdef DEBUG_LIGHTS 1742#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */ 1744#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1745 if (map->darkness)
1702 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1703 } 1747 }
1704 1748
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1749 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function... 1750 * It sure simplifies this function...
1711 { 1755 {
1712 op->below = inv; 1756 op->below = inv;
1713 op->below->above = op; 1757 op->below->above = op;
1714 inv = op; 1758 inv = op;
1715 } 1759 }
1760
1761 INVOKE_OBJECT (INSERT, this);
1716 1762
1717 return op; 1763 return op;
1718} 1764}
1719 1765
1720/* 1766/*
1735 * 1781 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1782 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1783 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1784 * on top.
1739 */ 1785 */
1740
1741int 1786int
1742check_move_on (object *op, object *originator) 1787check_move_on (object *op, object *originator)
1743{ 1788{
1744 object *tmp; 1789 object *tmp;
1745 maptile *m = op->map; 1790 maptile *m = op->map;
1772 1817
1773 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1775 */ 1820 */
1776 1821
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1778 { 1823 {
1779 /* Trim the search when we find the first other spell effect 1824 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1825 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1826 * we don't need to check all of them.
1782 */ 1827 */
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1847 {
1803 1848
1804 float 1849 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1851
1807 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1855 diff /= 4.0;
1837/* 1882/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1883 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1884 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1841 */ 1886 */
1842
1843object * 1887object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1888present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1889{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1890 if (!m || out_of_map (m, x, y))
1850 { 1891 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1892 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1893 return NULL;
1853 } 1894 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1855 if (tmp->arch == at) 1897 if (tmp->arch == at)
1856 return tmp; 1898 return tmp;
1899
1857 return NULL; 1900 return NULL;
1858} 1901}
1859 1902
1860/* 1903/*
1861 * present(type, map, x, y) searches for any objects with 1904 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1905 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1864 */ 1907 */
1865
1866object * 1908object *
1867present (unsigned char type, maptile *m, int x, int y) 1909present (unsigned char type, maptile *m, int x, int y)
1868{ 1910{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1911 if (out_of_map (m, x, y))
1873 { 1912 {
1874 LOG (llevError, "Present called outside map.\n"); 1913 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1914 return NULL;
1876 } 1915 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1916
1917 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1918 if (tmp->type == type)
1879 return tmp; 1919 return tmp;
1920
1880 return NULL; 1921 return NULL;
1881} 1922}
1882 1923
1883/* 1924/*
1884 * present_in_ob(type, object) searches for any objects with 1925 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1926 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1887 */ 1928 */
1888
1889object * 1929object *
1890present_in_ob (unsigned char type, const object *op) 1930present_in_ob (unsigned char type, const object *op)
1891{ 1931{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1933 if (tmp->type == type)
1897 return tmp; 1934 return tmp;
1935
1898 return NULL; 1936 return NULL;
1899} 1937}
1900 1938
1901/* 1939/*
1902 * present_in_ob (type, str, object) searches for any objects with 1940 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1948 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1949 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1950 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1951 * to be unique.
1914 */ 1952 */
1915
1916object * 1953object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1954present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1955{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1957 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1958 return tmp;
1926 } 1959
1927 return NULL; 1960 return 0;
1928} 1961}
1929 1962
1930/* 1963/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1964 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1965 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
1934 */ 1967 */
1935
1936object * 1968object *
1937present_arch_in_ob (const archetype *at, const object *op) 1969present_arch_in_ob (const archetype *at, const object *op)
1938{ 1970{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1972 if (tmp->arch == at)
1944 return tmp; 1973 return tmp;
1974
1945 return NULL; 1975 return NULL;
1946} 1976}
1947 1977
1948/* 1978/*
1949 * activate recursively a flag on an object inventory 1979 * activate recursively a flag on an object inventory
1950 */ 1980 */
1951void 1981void
1952flag_inv (object *op, int flag) 1982flag_inv (object *op, int flag)
1953{ 1983{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1984 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1986 {
1960 SET_FLAG (tmp, flag); 1987 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1988 flag_inv (tmp, flag);
1962 } 1989 }
1963} /* 1990}
1991
1992/*
1964 * desactivate recursively a flag on an object inventory 1993 * deactivate recursively a flag on an object inventory
1965 */ 1994 */
1966void 1995void
1967unflag_inv (object *op, int flag) 1996unflag_inv (object *op, int flag)
1968{ 1997{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1998 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 2000 {
1975 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1977 } 2003 }
1978}
1979
1980/*
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function.
1985 */
1986
1987void
1988set_cheat (object *op)
1989{
1990 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ);
1992} 2004}
1993 2005
1994/* 2006/*
1995 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
1996 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 2022 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 2023 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 2024 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 2025 * customized, changed states, etc.
2014 */ 2026 */
2015
2016int 2027int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 2029{
2019 int
2020 i,
2021 index = 0, flag; 2030 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 2031 int altern[SIZEOFFREE];
2024 2032
2025 for (i = start; i < stop; i++) 2033 for (int i = start; i < stop; i++)
2026 { 2034 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2028 if (!flag) 2036 if (!flag)
2029 altern[index++] = i; 2037 altern [index++] = i;
2030 2038
2031 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2041 } 2049 }
2042 2050
2043 if (!index) 2051 if (!index)
2044 return -1; 2052 return -1;
2045 2053
2046 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2047} 2055}
2048 2056
2049/* 2057/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2062 */
2055
2056int 2063int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2065{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2068 return i;
2066 } 2069
2067 return -1; 2070 return -1;
2068} 2071}
2069 2072
2070/* 2073/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2077 */
2074static void 2078static void
2075permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2076{ 2080{
2077 int 2081 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2082 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2083
2088 tmp = arr[i]; 2084 while (--end)
2089 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2086}
2093 2087
2094/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2094 */
2101void 2095void
2102get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2103{ 2097{
2104 int 2098 int i;
2105 i;
2106 2099
2107 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2101 search_arr[i] = i;
2110 }
2111 2102
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2106}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2118 * there is capable of.
2128 */ 2119 */
2129
2130int 2120int
2131find_dir (maptile *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2122{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2136 2124
2137 sint16 nx, ny; 2125 sint16 nx, ny;
2138 object * 2126 object *tmp;
2139 tmp;
2140 maptile * 2127 maptile *mp;
2141 mp;
2142 2128
2143 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2144 2130
2145 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2146 { 2132 {
2147 exclude = exclude->head; 2133 exclude = exclude->head;
2148 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2149 } 2135 }
2150 else 2136 else
2163 2149
2164 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2151 max = maxfree[i];
2166 else 2152 else
2167 { 2153 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2169 2157
2170 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2159 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2173 { 2161 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2176 break; 2165 break;
2177 2166
2178 if (tmp) 2167 if (tmp)
2179 return freedir[i]; 2168 return freedir[i];
2180 } 2169 }
2186 2175
2187/* 2176/*
2188 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2178 * distance between the two given objects.
2190 */ 2179 */
2191
2192int 2180int
2193distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2194{ 2182{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2184}
2200 2185
2201/* 2186/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2205 */ 2190 */
2206
2207int 2191int
2208find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2209{ 2193{
2210 int q; 2194 int q;
2211 2195
2240 2224
2241 return 3; 2225 return 3;
2242} 2226}
2243 2227
2244/* 2228/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2231 */
2264
2265int 2232int
2266dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2267{ 2234{
2268 int 2235 int d;
2269 d;
2270 2236
2271 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2272 if (d > 4) 2238 if (d > 4)
2273 d = 8 - d; 2239 d = 8 - d;
2240
2274 return d; 2241 return d;
2275} 2242}
2276 2243
2277/* peterm: 2244/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2251 * functions.
2285 */ 2252 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2399 * create clone from object to another 2364 * create clone from object to another
2400 */ 2365 */
2401object * 2366object *
2402object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2403{ 2368{
2404 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2405 2370
2406 if (!asrc) 2371 if (!asrc)
2407 return 0; 2372 return 0;
2408 2373
2409 src = asrc;
2410 if (src->head)
2411 src = src->head; 2374 src = asrc->head_ ();
2412 2375
2413 prev = 0; 2376 prev = 0;
2414 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2415 { 2378 {
2416 tmp = part->clone (); 2379 tmp = part->clone ();
2417 tmp->x -= src->x; 2380 tmp->x -= src->x;
2418 tmp->y -= src->y; 2381 tmp->y -= src->y;
2419 2382
2437 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2438 2401
2439 return dst; 2402 return dst;
2440} 2403}
2441 2404
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479}
2480
2481/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2406 * has the same type and subtype match.
2483 * returns NULL if no match. 2407 * returns NULL if no match.
2484 */ 2408 */
2485object * 2409object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2411{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2414 return tmp;
2493 2415
2494 return NULL; 2416 return 0;
2495} 2417}
2496 2418
2497/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2420 * otherwise return NULL.
2499 * 2421 *
2501 * do the desired thing. 2423 * do the desired thing.
2502 */ 2424 */
2503key_value * 2425key_value *
2504get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2505{ 2427{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2429 if (link->key == key)
2510 return link; 2430 return link;
2511 2431
2512 return NULL; 2432 return 0;
2513} 2433}
2514 2434
2515/* 2435/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2437 *
2542 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2543 return link->value; 2463 return link->value;
2544 2464
2545 return 0; 2465 return 0;
2546} 2466}
2547
2548 2467
2549/* 2468/*
2550 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2551 * 2470 *
2552 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2557 * Returns TRUE on success. 2476 * Returns TRUE on success.
2558 */ 2477 */
2559int 2478int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2479set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2480{
2562 key_value *
2563 field = NULL, *last = NULL; 2481 key_value *field = NULL, *last = NULL;
2564 2482
2565 for (field = op->key_values; field != NULL; field = field->next) 2483 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2484 {
2567 if (field->key != canonical_key) 2485 if (field->key != canonical_key)
2568 { 2486 {
2577 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2578 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2579 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2580 * we get this value back again. 2498 * we get this value back again.
2581 */ 2499 */
2582 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2583 field->value = 0; 2501 field->value = 0;
2584 else 2502 else
2585 { 2503 {
2586 if (last) 2504 if (last)
2587 last->next = field->next; 2505 last->next = field->next;
2596 /* IF we get here, key doesn't exist */ 2514 /* IF we get here, key doesn't exist */
2597 2515
2598 /* No field, we'll have to add it. */ 2516 /* No field, we'll have to add it. */
2599 2517
2600 if (!add_key) 2518 if (!add_key)
2601 {
2602 return FALSE; 2519 return FALSE;
2603 } 2520
2604 /* There isn't any good reason to store a null 2521 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2522 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2523 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2524 * be here. If user wants to store empty strings,
2608 * should pass in "" 2525 * should pass in ""
2657 } 2574 }
2658 else 2575 else
2659 item = item->env; 2576 item = item->env;
2660} 2577}
2661 2578
2579
2580const char *
2581object::flag_desc (char *desc, int len) const
2582{
2583 char *p = desc;
2584 bool first = true;
2585
2586 *p = 0;
2587
2588 for (int i = 0; i < NUM_FLAGS; i++)
2589 {
2590 if (len <= 10) // magic constant!
2591 {
2592 snprintf (p, len, ",...");
2593 break;
2594 }
2595
2596 if (flag [i])
2597 {
2598 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2599 len -= cnt;
2600 p += cnt;
2601 first = false;
2602 }
2603 }
2604
2605 return desc;
2606}
2607
2662// return a suitable string describing an objetc in enough detail to find it 2608// return a suitable string describing an object in enough detail to find it
2663const char * 2609const char *
2664object::debug_desc (char *info) const 2610object::debug_desc (char *info) const
2665{ 2611{
2612 char flagdesc[512];
2666 char info2[256 * 3]; 2613 char info2[256 * 4];
2667 char *p = info; 2614 char *p = info;
2668 2615
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2670 count, 2617 count, uuid.seq,
2671 &name, 2618 &name,
2672 title ? " " : "", 2619 title ? "\",title:\"" : "",
2673 title ? (const char *)title : ""); 2620 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type);
2674 2622
2675 if (env) 2623 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2625
2678 if (map) 2626 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2628
2681 return info; 2629 return info;
2682} 2630}
2683 2631
2684const char * 2632const char *
2685object::debug_desc () const 2633object::debug_desc () const
2686{ 2634{
2687 static char info[256 * 3]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2688 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2689} 2639}
2690 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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