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Comparing deliantra/server/common/object.C (file contents):
Revision 1.79 by root, Sat Dec 23 06:30:49 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;
487 545
488 if (self || cb) 546 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 547 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 548
500 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
501 if (key_values) 550 if (src.key_values)
502 { 551 {
503 key_value *tail = 0; 552 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 553 key_values = 0;
507 554
508 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
509 { 556 {
510 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
511 558
512 new_link->next = 0; 559 new_link->next = 0;
513 new_link->key = i->key; 560 new_link->key = i->key;
514 new_link->value = i->value; 561 new_link->value = i->value;
515 562
516 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
517 if (!dst->key_values) 564 if (!key_values)
518 { 565 {
519 dst->key_values = new_link; 566 key_values = new_link;
520 tail = new_link; 567 tail = new_link;
521 } 568 }
522 else 569 else
523 { 570 {
524 tail->next = new_link; 571 tail->next = new_link;
525 tail = new_link; 572 tail = new_link;
526 } 573 }
527 } 574 }
528 } 575 }
576}
529 577
530 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 ();
531} 614}
532 615
533object * 616object *
534object::clone () 617object::clone ()
535{ 618{
541/* 624/*
542 * 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
543 * 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
544 * 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.
545 */ 628 */
546
547void 629void
548update_turn_face (object *op) 630update_turn_face (object *op)
549{ 631{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 633 return;
634
552 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
554} 637}
555 638
556/* 639/*
557 * 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
558 * 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.
559 * 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.
560 */ 643 */
561void 644void
562update_ob_speed (object *op) 645object::set_speed (float speed)
563{ 646{
564 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 648 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 650 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 651 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 652
589 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 654
593 if (op->active_next != NULL) 655 if (has_active_speed ())
594 op->active_next->active_prev = op; 656 activate ();
595
596 active_objects = op;
597 }
598 else 657 else
599 { 658 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 659}
654 660
655/* 661/*
656 * update_object() updates the the map. 662 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
671 */ 677 */
672void 678void
673update_object (object *op, int action) 679update_object (object *op, int action)
674{ 680{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 681 if (op == NULL)
678 { 682 {
679 /* this should never happen */ 683 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 685 return;
694 */ 698 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 700 return;
697 701
698 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
699 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)
700 { 704 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 706#ifdef MANY_CORES
703 abort (); 707 abort ();
704#endif 708#endif
705 return; 709 return;
706 } 710 }
707 711
708 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
709 713
710 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 715 /* nop */;
712 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
713 { 717 {
714 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* 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
725 * to have move_allow right now. 729 * to have move_allow right now.
726 */ 730 */
727 || ((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
728 || 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)
729 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
730 } 734 }
731 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 737 * that is being removed.
734 */ 738 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
739 else 743 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 745
742 if (op->more) 746 if (op->more)
743 update_object (op->more, action); 747 update_object (op->more, action);
744} 748}
745 749
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 750object::object ()
763{ 751{
764 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
765 753
766 expmul = 1.0; 754 expmul = 1.0;
767 face = blank_face; 755 face = blank_face;
768} 756}
769 757
770object::~object () 758object::~object ()
771{ 759{
760 unlink ();
761
772 free_key_values (this); 762 free_key_values (this);
773} 763}
774 764
765static int object_count;
766
775void object::link () 767void object::link ()
776{ 768{
777 count = ++ob_count; 769 assert (!index);//D
778 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
779 772
780 prev = 0; 773 refcnt_inc ();
781 next = object::first; 774 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 775}
788 776
789void object::unlink () 777void object::unlink ()
790{ 778{
791 if (this == object::first) 779 if (!index)
792 object::first = next; 780 return;
793 781
794 /* Remove this object from the list of used objects */ 782 objects.erase (this);
795 if (prev) prev->next = next; 783 refcnt_dec ();
796 if (next) next->prev = prev; 784}
797 785
798 prev = 0; 786void
799 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 }
800} 891}
801 892
802object *object::create () 893object *object::create ()
803{ 894{
804 object *op = new object; 895 object *op = new object;
805 op->link (); 896 op->link ();
806 return op; 897 return op;
807} 898}
808 899
809/* 900void
810 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 902{
821 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
822 return;
823 904
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 909 remove_friendly_object (this);
826 910
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 911 if (!flag [FLAG_REMOVED])
828 remove (); 912 remove ();
829 913
830 SET_FLAG (this, FLAG_FREED); 914 destroy_inv (true);
831 915
832 if (more) 916 deactivate ();
833 { 917 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 918
838 if (inv) 919 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 920
880 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
881 { 922 {
882 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
883 924
887 928
888 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 930 freed_map->width = 3;
890 freed_map->height = 3; 931 freed_map->height = 3;
891 932
892 freed_map->allocate (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
893 } 935 }
894 936
895 map = freed_map; 937 map = freed_map;
896 x = 1; 938 x = 1;
897 y = 1; 939 y = 1;
898 } 940 }
899 941
942 head = 0;
943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
900 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
901 owner = 0; 951 owner = 0;
902 enemy = 0; 952 enemy = 0;
903 attacked_by = 0; 953 attacked_by = 0;
954}
904 955
905 // only relevant for players(?), but make sure of it anyways 956void
906 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
907 961
908 /* Remove object from the active list */ 962 if (destroy_inventory)
909 speed = 0; 963 destroy_inv (false);
910 update_ob_speed (this);
911 964
912 unlink (); 965 attachable::destroy ();
913
914 mortals.push_back (this);
915} 966}
916 967
917/* 968/*
918 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
919 * 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)).
935 * 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
936 * 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
937 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
939 * the previous environment. 990 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 991 */
942void 992void
943object::remove () 993object::do_remove ()
944{ 994{
945 object *tmp, *last = 0; 995 object *tmp, *last = 0;
946 object *otmp; 996 object *otmp;
947 997
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 999 return;
952 1000
953 SET_FLAG (this, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
954 1003
955 if (more) 1004 if (more)
956 more->remove (); 1005 more->remove ();
957 1006
958 /* 1007 /*
971 * to save cpu time. 1020 * to save cpu time.
972 */ 1021 */
973 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))
974 otmp->update_stats (); 1023 otmp->update_stats ();
975 1024
976 if (above != NULL) 1025 if (above)
977 above->below = below; 1026 above->below = below;
978 else 1027 else
979 env->inv = below; 1028 env->inv = below;
980 1029
981 if (below != NULL) 1030 if (below)
982 below->above = above; 1031 below->above = above;
983 1032
984 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
985 * 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
986 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
990 above = 0, below = 0; 1039 above = 0, below = 0;
991 env = 0; 1040 env = 0;
992 } 1041 }
993 else if (map) 1042 else if (map)
994 { 1043 {
995 /* Re did the following section of code - it looks like it had 1044 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 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 ();
998 1058
999 /* link the object above us */ 1059 /* link the object above us */
1000 if (above) 1060 if (above)
1001 above->below = below; 1061 above->below = below;
1002 else 1062 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1004 1064
1005 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1006 if (below) 1066 if (below)
1007 below->above = above; 1067 below->above = above;
1008 else 1068 else
1010 /* 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
1011 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1072 * evident
1013 */ 1073 */
1014 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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 ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1076
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1026 } 1078 }
1027 1079
1028 above = 0; 1080 above = 0;
1029 below = 0; 1081 below = 0;
1030 1082
1031 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1032 return; 1084 return;
1033 1085
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1087
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1089 {
1038 /* 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
1039 * being removed. 1091 * being removed.
1040 */ 1092 */
1041 1093
1045 * removed (most likely destroyed), update the player view 1097 * removed (most likely destroyed), update the player view
1046 * appropriately. 1098 * appropriately.
1047 */ 1099 */
1048 if (tmp->container == this) 1100 if (tmp->container == this)
1049 { 1101 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1102 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1103 tmp->container = 0;
1052 } 1104 }
1053 1105
1106 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1107 tmp->contr->ns->floorbox_update ();
1055 } 1108 }
1056 1109
1057 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1058 if (check_walk_off 1111 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1112 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1114 {
1062 move_apply (tmp, this, 0); 1115 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1117 if (destroyed ())
1065 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 ());
1066 } 1119 }
1067 1120
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1123 if (tmp->above == tmp)
1071 tmp->above = 0; 1124 tmp->above = 0;
1072 1125
1073 last = tmp; 1126 last = tmp;
1074 } 1127 }
1075 1128
1076 /* 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?
1077 if (!last) 1131 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1079 else 1133 else
1080 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1081 1135
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1084 } 1138 }
1085} 1139}
1086 1140
1087/* 1141/*
1096merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1097{ 1151{
1098 if (!op->nrof) 1152 if (!op->nrof)
1099 return 0; 1153 return 0;
1100 1154
1101 if (top == NULL) 1155 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1103 1158
1104 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1105 { 1160 {
1106 if (top == op) 1161 if (top == op)
1107 continue; 1162 continue;
1108 1163
1109 if (object::can_merge (op, top)) 1164 if (object::can_merge (op, top))
1118 } 1173 }
1119 1174
1120 return 0; 1175 return 0;
1121} 1176}
1122 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
1123/* 1201/*
1124 * 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
1125 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1126 */ 1204 */
1127object * 1205object *
1128insert_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)
1129{ 1207{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1209 {
1137 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1139 } 1212 }
1140 1213
1141 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1142} 1215}
1143 1216
1159 * Return value: 1232 * Return value:
1160 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1235 * just 'op' otherwise
1163 */ 1236 */
1164
1165object * 1237object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1168 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1243
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1245
1177 if (m == NULL) 1246#if 0
1178 { 1247 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1248 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1181 free (dump); 1250 else
1182 return op; 1251 op->deactivate_recursive ();
1183 } 1252#endif
1184 1253
1185 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1186 { 1255 {
1187 char *dump = dump_object (op);
1188 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 ());
1189#ifdef MANY_CORES 1257#ifdef MANY_CORES
1190 /* 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
1191 * 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
1192 * improperly inserted. 1260 * improperly inserted.
1193 */ 1261 */
1194 abort (); 1262 abort ();
1195#endif 1263#endif
1196 free (dump);
1197 return op; 1264 return op;
1198 } 1265 }
1199 1266
1200 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1201 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op; 1269 return 0;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237 1270
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1272
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * 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
1242 * need extra work 1275 * need extra work
1243 */ 1276 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1278 return 0;
1246 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1247 1282
1248 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1249 */ 1284 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1253 { 1288 {
1254 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1290 tmp->destroy ();
1256 } 1291 }
1273 op->below = originator->below; 1308 op->below = originator->below;
1274 1309
1275 if (op->below) 1310 if (op->below)
1276 op->below->above = op; 1311 op->below->above = op;
1277 else 1312 else
1278 op->ms ().bottom = op; 1313 ms.bot = op;
1279 1314
1280 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1281 originator->below = op; 1316 originator->below = op;
1282 } 1317 }
1283 else 1318 else
1284 { 1319 {
1320 top = ms.bot;
1321
1285 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1324 {
1288 object *last = NULL; 1325 object *last = 0;
1289 1326
1290 /* 1327 /*
1291 * 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.
1292 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1293 * 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
1297 * 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
1298 * 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
1299 * 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
1300 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1301 */ 1338 */
1302 1339 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1340 {
1305 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))
1306 floor = top; 1342 floor = top;
1307 1343
1308 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))
1311 top = top->below; 1347 top = top->below;
1312 break; 1348 break;
1313 } 1349 }
1314 1350
1315 last = top; 1351 last = top;
1316 top = top->above;
1317 } 1352 }
1318 1353
1319 /* 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 */
1320 top = last; 1355 top = last;
1321 1356
1323 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1325 */ 1360 */
1326 1361
1327 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1366 * stacking is a bit odd.
1332 */ 1367 */
1333 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1334 (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))
1335 { 1371 {
1336 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1374 break;
1375
1339 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1340 * 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
1341 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1379 * set top to the object below us.
1343 */ 1380 */
1345 top = last->below; 1382 top = last->below;
1346 } 1383 }
1347 } /* If objects on this space */ 1384 } /* If objects on this space */
1348 1385
1349 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1351 1388
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1390 top = floor;
1354 1391
1355 /* 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.
1356 */ 1393 */
1357 1394
1358 /* First object on this space */ 1395 /* First object on this space */
1359 if (!top) 1396 if (!top)
1360 { 1397 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1362 1399
1363 if (op->above) 1400 if (op->above)
1364 op->above->below = op; 1401 op->above->below = op;
1365 1402
1366 op->below = NULL; 1403 op->below = 0;
1367 op->ms ().bottom = op; 1404 ms.bot = op;
1368 } 1405 }
1369 else 1406 else
1370 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1371 op->above = top->above; 1408 op->above = top->above;
1372 1409
1375 1412
1376 op->below = top; 1413 op->below = top;
1377 top->above = op; 1414 top->above = op;
1378 } 1415 }
1379 1416
1380 if (op->above == NULL) 1417 if (!op->above)
1381 op->ms ().top = op; 1418 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1383 1420
1384 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1422 {
1385 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;
1386 1429
1387 /* 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
1388 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1389 */ 1432 */
1390 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1393 1437
1394 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1441 * on the map will get recalculated. The players could very well
1398 * 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 -
1399 * this should get redone to only look for players within range, 1443 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1444 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1445 * of effect may be sufficient.
1402 */ 1446 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1447 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1448 update_all_los (op->map, op->x, op->y);
1405 1449
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1451 update_object (op, UP_OBJ_INSERT);
1452
1453 INVOKE_OBJECT (INSERT, op);
1408 1454
1409 /* 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,
1410 * we want to have floorbox_update called before calling this. 1456 * we want to have floorbox_update called before calling this.
1411 * 1457 *
1412 * check_move_on() must be after this because code called from 1458 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1461 * update_object().
1416 */ 1462 */
1417 1463
1418 /* 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 */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1466 {
1421 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1422 return NULL; 1468 return 0;
1423 1469
1424 /* 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
1425 * walk on's. 1471 * walk on's.
1426 */ 1472 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1429 return NULL; 1475 return 0;
1430 } 1476 }
1431 1477
1432 return op; 1478 return op;
1433} 1479}
1434 1480
1441{ 1487{
1442 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1443 1489
1444 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1445 1491
1446 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)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1494 tmp->destroy ();
1449 1495
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1497
1452 tmp1->x = op->x; 1498 tmp1->x = op->x;
1453 tmp1->y = op->y; 1499 tmp1->y = op->y;
1454 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);
1455} 1507}
1456 1508
1457/* 1509/*
1458 * 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
1459 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1460 * 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).
1461 * On failure, NULL is returned, and the reason put into the 1513 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1514 * global static errmsg array.
1463 */ 1515 */
1464
1465object * 1516object *
1466get_split_ob (object *orig_ob, uint32 nr) 1517get_split_ob (object *orig_ob, uint32 nr)
1467{ 1518{
1468 object *newob; 1519 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * 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
1501 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1502 * 1553 *
1503 * 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
1504 */ 1555 */
1505
1506object * 1556object *
1507decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1508{ 1558{
1509 object *tmp; 1559 object *tmp;
1510 player *pl;
1511 1560
1512 if (i == 0) /* objects with op->nrof require this check */ 1561 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1562 return op;
1514 1563
1515 if (i > op->nrof) 1564 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1577 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1578 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1579 * and then searching the map for a player.
1531 */ 1580 */
1532 if (!tmp) 1581 if (!tmp)
1533 { 1582 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1583 if (pl->ob->container == op->env)
1536 { 1584 {
1537 tmp = pl->ob; 1585 tmp = pl->ob;
1538 break; 1586 break;
1539 } 1587 }
1540 }
1541 1588
1542 if (i < op->nrof) 1589 if (i < op->nrof)
1543 { 1590 {
1544 sub_weight (op->env, op->weight * i); 1591 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1592 op->nrof -= i;
1588 1635
1589/* 1636/*
1590 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1592 */ 1639 */
1593
1594void 1640void
1595add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1596{ 1642{
1597 while (op != NULL) 1643 while (op != NULL)
1598 { 1644 {
1613 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);
1614 free (dump); 1660 free (dump);
1615 return op; 1661 return op;
1616 } 1662 }
1617 1663
1618 if (where->head) 1664 if (where->head_ () != where)
1619 { 1665 {
1620 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");
1621 where = where->head; 1667 where = where->head;
1622 } 1668 }
1623 1669
1624 return where->insert (op); 1670 return where->insert (op);
1625} 1671}
1630 * inside the object environment. 1676 * inside the object environment.
1631 * 1677 *
1632 * 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
1633 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1634 */ 1680 */
1635
1636object * 1681object *
1637object::insert (object *op) 1682object::insert (object *op)
1638{ 1683{
1639 object *tmp, *otmp; 1684 object *tmp, *otmp;
1640 1685
1695 if ((op->glow_radius != 0) && map) 1740 if ((op->glow_radius != 0) && map)
1696 { 1741 {
1697#ifdef DEBUG_LIGHTS 1742#ifdef DEBUG_LIGHTS
1698 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);
1699#endif /* DEBUG_LIGHTS */ 1744#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1745 if (map->darkness)
1701 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1702 } 1747 }
1703 1748
1704 /* 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.
1705 * It sure simplifies this function... 1750 * It sure simplifies this function...
1710 { 1755 {
1711 op->below = inv; 1756 op->below = inv;
1712 op->below->above = op; 1757 op->below->above = op;
1713 inv = op; 1758 inv = op;
1714 } 1759 }
1760
1761 INVOKE_OBJECT (INSERT, this);
1715 1762
1716 return op; 1763 return op;
1717} 1764}
1718 1765
1719/* 1766/*
1734 * 1781 *
1735 * 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
1736 * 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
1737 * on top. 1784 * on top.
1738 */ 1785 */
1739
1740int 1786int
1741check_move_on (object *op, object *originator) 1787check_move_on (object *op, object *originator)
1742{ 1788{
1743 object *tmp; 1789 object *tmp;
1744 maptile *m = op->map; 1790 maptile *m = op->map;
1771 1817
1772 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1774 */ 1820 */
1775 1821
1776 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)
1777 { 1823 {
1778 /* Trim the search when we find the first other spell effect 1824 /* Trim the search when we find the first other spell effect
1779 * 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,
1780 * we don't need to check all of them. 1826 * we don't need to check all of them.
1781 */ 1827 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((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))
1801 { 1847 {
1802 1848
1803 float 1849 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1851
1806 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1807 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)) ||
1808 (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)))
1809 diff /= 4.0; 1855 diff /= 4.0;
1836/* 1882/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1883 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1884 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1840 */ 1886 */
1841
1842object * 1887object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1888present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1889{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1890 if (!m || out_of_map (m, x, y))
1849 { 1891 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1892 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1893 return NULL;
1852 } 1894 }
1853 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)
1854 if (tmp->arch == at) 1897 if (tmp->arch == at)
1855 return tmp; 1898 return tmp;
1899
1856 return NULL; 1900 return NULL;
1857} 1901}
1858 1902
1859/* 1903/*
1860 * present(type, map, x, y) searches for any objects with 1904 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1905 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1863 */ 1907 */
1864
1865object * 1908object *
1866present (unsigned char type, maptile *m, int x, int y) 1909present (unsigned char type, maptile *m, int x, int y)
1867{ 1910{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1911 if (out_of_map (m, x, y))
1872 { 1912 {
1873 LOG (llevError, "Present called outside map.\n"); 1913 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1914 return NULL;
1875 } 1915 }
1876 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)
1877 if (tmp->type == type) 1918 if (tmp->type == type)
1878 return tmp; 1919 return tmp;
1920
1879 return NULL; 1921 return NULL;
1880} 1922}
1881 1923
1882/* 1924/*
1883 * present_in_ob(type, object) searches for any objects with 1925 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1926 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1886 */ 1928 */
1887
1888object * 1929object *
1889present_in_ob (unsigned char type, const object *op) 1930present_in_ob (unsigned char type, const object *op)
1890{ 1931{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1933 if (tmp->type == type)
1896 return tmp; 1934 return tmp;
1935
1897 return NULL; 1936 return NULL;
1898} 1937}
1899 1938
1900/* 1939/*
1901 * present_in_ob (type, str, object) searches for any objects with 1940 * present_in_ob (type, str, object) searches for any objects with
1909 * 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
1910 * 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
1911 * 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
1912 * to be unique. 1951 * to be unique.
1913 */ 1952 */
1914
1915object * 1953object *
1916present_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)
1917{ 1955{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1957 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1958 return tmp;
1925 } 1959
1926 return NULL; 1960 return 0;
1927} 1961}
1928 1962
1929/* 1963/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1964 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1965 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
1933 */ 1967 */
1934
1935object * 1968object *
1936present_arch_in_ob (const archetype *at, const object *op) 1969present_arch_in_ob (const archetype *at, const object *op)
1937{ 1970{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1972 if (tmp->arch == at)
1943 return tmp; 1973 return tmp;
1974
1944 return NULL; 1975 return NULL;
1945} 1976}
1946 1977
1947/* 1978/*
1948 * activate recursively a flag on an object inventory 1979 * activate recursively a flag on an object inventory
1949 */ 1980 */
1950void 1981void
1951flag_inv (object *op, int flag) 1982flag_inv (object *op, int flag)
1952{ 1983{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1984 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1986 {
1959 SET_FLAG (tmp, flag); 1987 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1988 flag_inv (tmp, flag);
1961 } 1989 }
1962} /* 1990}
1991
1992/*
1963 * desactivate recursively a flag on an object inventory 1993 * deactivate recursively a flag on an object inventory
1964 */ 1994 */
1965void 1995void
1966unflag_inv (object *op, int flag) 1996unflag_inv (object *op, int flag)
1967{ 1997{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1998 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 2000 {
1974 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1976 } 2003 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985
1986void
1987set_cheat (object *op)
1988{
1989 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ);
1991} 2004}
1992 2005
1993/* 2006/*
1994 * 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
1995 * 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
2009 * 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
2010 * 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
2011 * 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
2012 * customized, changed states, etc. 2025 * customized, changed states, etc.
2013 */ 2026 */
2014
2015int 2027int
2016find_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)
2017{ 2029{
2018 int
2019 i,
2020 index = 0, flag; 2030 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 2031 int altern[SIZEOFFREE];
2023 2032
2024 for (i = start; i < stop; i++) 2033 for (int i = start; i < stop; i++)
2025 { 2034 {
2026 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]);
2027 if (!flag) 2036 if (!flag)
2028 altern[index++] = i; 2037 altern [index++] = i;
2029 2038
2030 /* 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.
2031 * 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.
2032 * 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 -
2033 * 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
2040 } 2049 }
2041 2050
2042 if (!index) 2051 if (!index)
2043 return -1; 2052 return -1;
2044 2053
2045 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2046} 2055}
2047 2056
2048/* 2057/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2051 * 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.
2052 * 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.
2053 */ 2062 */
2054
2055int 2063int
2056find_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)
2057{ 2065{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 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]))
2064 return i; 2068 return i;
2065 } 2069
2066 return -1; 2070 return -1;
2067} 2071}
2068 2072
2069/* 2073/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2077 */
2073static void 2078static void
2074permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2075{ 2080{
2076 int 2081 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2082 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2083
2087 tmp = arr[i]; 2084 while (--end)
2088 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2086}
2092 2087
2093/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2095 * 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
2098 * 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.
2099 */ 2094 */
2100void 2095void
2101get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2102{ 2097{
2103 int 2098 int i;
2104 i;
2105 2099
2106 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2101 search_arr[i] = i;
2109 }
2110 2102
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2106}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * 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
2125 * 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
2126 * there is capable of. 2118 * there is capable of.
2127 */ 2119 */
2128
2129int 2120int
2130find_dir (maptile *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2122{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2135 2124
2136 sint16 nx, ny; 2125 sint16 nx, ny;
2137 object * 2126 object *tmp;
2138 tmp;
2139 maptile * 2127 maptile *mp;
2140 mp;
2141 2128
2142 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2143 2130
2144 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2145 { 2132 {
2146 exclude = exclude->head; 2133 exclude = exclude->head;
2147 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2148 } 2135 }
2149 else 2136 else
2162 2149
2163 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2151 max = maxfree[i];
2165 else 2152 else
2166 { 2153 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2168 2157
2169 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2159 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2172 { 2161 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 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)))
2175 break; 2165 break;
2176 2166
2177 if (tmp) 2167 if (tmp)
2178 return freedir[i]; 2168 return freedir[i];
2179 } 2169 }
2185 2175
2186/* 2176/*
2187 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2178 * distance between the two given objects.
2189 */ 2179 */
2190
2191int 2180int
2192distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2193{ 2182{
2194 int i;
2195
2196 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);
2197 return i;
2198} 2184}
2199 2185
2200/* 2186/*
2201 * 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
2202 * 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
2203 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2204 */ 2190 */
2205
2206int 2191int
2207find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2208{ 2193{
2209 int q; 2194 int q;
2210 2195
2239 2224
2240 return 3; 2225 return 3;
2241} 2226}
2242 2227
2243/* 2228/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2231 */
2263
2264int 2232int
2265dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2266{ 2234{
2267 int 2235 int d;
2268 d;
2269 2236
2270 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2271 if (d > 4) 2238 if (d > 4)
2272 d = 8 - d; 2239 d = 8 - d;
2240
2273 return d; 2241 return d;
2274} 2242}
2275 2243
2276/* peterm: 2244/* peterm:
2277 * 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.
2280 * 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
2281 * 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.
2282 * 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
2283 * functions. 2251 * functions.
2284 */ 2252 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2398 * create clone from object to another 2364 * create clone from object to another
2399 */ 2365 */
2400object * 2366object *
2401object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2402{ 2368{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2404 2370
2405 if (!asrc) 2371 if (!asrc)
2406 return 0; 2372 return 0;
2407 2373
2408 src = asrc;
2409 if (src->head)
2410 src = src->head; 2374 src = asrc->head_ ();
2411 2375
2412 prev = 0; 2376 prev = 0;
2413 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2414 { 2378 {
2415 tmp = part->clone (); 2379 tmp = part->clone ();
2416 tmp->x -= src->x; 2380 tmp->x -= src->x;
2417 tmp->y -= src->y; 2381 tmp->y -= src->y;
2418 2382
2436 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2437 2401
2438 return dst; 2402 return dst;
2439} 2403}
2440 2404
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478}
2479
2480/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2406 * has the same type and subtype match.
2482 * returns NULL if no match. 2407 * returns NULL if no match.
2483 */ 2408 */
2484object * 2409object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2411{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2414 return tmp;
2492 2415
2493 return NULL; 2416 return 0;
2494} 2417}
2495 2418
2496/* 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,
2497 * otherwise return NULL. 2420 * otherwise return NULL.
2498 * 2421 *
2500 * do the desired thing. 2423 * do the desired thing.
2501 */ 2424 */
2502key_value * 2425key_value *
2503get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2504{ 2427{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2429 if (link->key == key)
2509 return link; 2430 return link;
2510 2431
2511 return NULL; 2432 return 0;
2512} 2433}
2513 2434
2514/* 2435/*
2515 * 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.
2516 * 2437 *
2541 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2542 return link->value; 2463 return link->value;
2543 2464
2544 return 0; 2465 return 0;
2545} 2466}
2546
2547 2467
2548/* 2468/*
2549 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2550 * 2470 *
2551 * 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).
2556 * Returns TRUE on success. 2476 * Returns TRUE on success.
2557 */ 2477 */
2558int 2478int
2559set_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)
2560{ 2480{
2561 key_value *
2562 field = NULL, *last = NULL; 2481 key_value *field = NULL, *last = NULL;
2563 2482
2564 for (field = op->key_values; field != NULL; field = field->next) 2483 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2484 {
2566 if (field->key != canonical_key) 2485 if (field->key != canonical_key)
2567 { 2486 {
2576 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2577 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2578 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2579 * we get this value back again. 2498 * we get this value back again.
2580 */ 2499 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2582 field->value = 0; 2501 field->value = 0;
2583 else 2502 else
2584 { 2503 {
2585 if (last) 2504 if (last)
2586 last->next = field->next; 2505 last->next = field->next;
2595 /* IF we get here, key doesn't exist */ 2514 /* IF we get here, key doesn't exist */
2596 2515
2597 /* No field, we'll have to add it. */ 2516 /* No field, we'll have to add it. */
2598 2517
2599 if (!add_key) 2518 if (!add_key)
2600 {
2601 return FALSE; 2519 return FALSE;
2602 } 2520
2603 /* There isn't any good reason to store a null 2521 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2522 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2523 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2524 * be here. If user wants to store empty strings,
2607 * should pass in "" 2525 * should pass in ""
2656 } 2574 }
2657 else 2575 else
2658 item = item->env; 2576 item = item->env;
2659} 2577}
2660 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
2661// 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
2662const char * 2609const char *
2663object::debug_desc (char *info) const 2610object::debug_desc (char *info) const
2664{ 2611{
2612 char flagdesc[512];
2665 char info2[256 * 3]; 2613 char info2[256 * 4];
2666 char *p = info; 2614 char *p = info;
2667 2615
2668 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}",
2669 count, 2617 count, uuid.seq,
2670 &name, 2618 &name,
2671 title ? " " : "", 2619 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2620 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type);
2673 2622
2674 if (env) 2623 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2625
2677 if (map) 2626 if (map)
2678 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);
2679 2628
2680 return info; 2629 return info;
2681} 2630}
2682 2631
2683const char * 2632const char *
2684object::debug_desc () const 2633object::debug_desc () const
2685{ 2634{
2686 static char info[256 * 3]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2687 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2688} 2639}
2689 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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