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Comparing deliantra/server/common/object.C (file contents):
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.164 by root, Thu Jul 5 08:10:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
455/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 521 * refcounts and freeing the links.
457 */ 522 */
458static void 523static void
459free_key_values (object *op) 524free_key_values (object *op)
460{ 525{
461 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
462 { 527 {
463 key_value *next = i->next; 528 key_value *next = i->next;
464 delete i; 529 delete i;
465 530
466 i = next; 531 i = next;
467 } 532 }
468 533
469 op->key_values = 0; 534 op->key_values = 0;
470} 535}
471 536
472void object::clear () 537object &
538object::operator =(const object &src)
473{ 539{
474 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
475 542
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 544
531 if (self || cb) 545 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 546 flag [FLAG_REMOVED] = is_removed;
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 547
543 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
544 if (key_values) 549 if (src.key_values)
545 { 550 {
546 key_value *tail = 0; 551 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 552 key_values = 0;
550 553
551 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
552 { 555 {
553 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
554 557
555 new_link->next = 0; 558 new_link->next = 0;
556 new_link->key = i->key; 559 new_link->key = i->key;
557 new_link->value = i->value; 560 new_link->value = i->value;
558 561
559 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
560 if (!dst->key_values) 563 if (!key_values)
561 { 564 {
562 dst->key_values = new_link; 565 key_values = new_link;
563 tail = new_link; 566 tail = new_link;
564 } 567 }
565 else 568 else
566 { 569 {
567 tail->next = new_link; 570 tail->next = new_link;
568 tail = new_link; 571 tail = new_link;
569 } 572 }
570 } 573 }
571 } 574 }
575}
572 576
573 update_ob_speed (dst); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
574} 613}
575 614
576object * 615object *
577object::clone () 616object::clone ()
578{ 617{
584/* 623/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
588 */ 627 */
589
590void 628void
591update_turn_face (object *op) 629update_turn_face (object *op)
592{ 630{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 632 return;
633
595 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
597} 636}
598 637
599/* 638/*
600 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
603 */ 642 */
604void 643void
605update_ob_speed (object *op) 644object::set_speed (float speed)
606{ 645{
607 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 647 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 649 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 650 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 651
632 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 653
636 if (op->active_next != NULL) 654 if (has_active_speed ())
637 op->active_next->active_prev = op; 655 activate ();
638
639 active_objects = op;
640 }
641 else 656 else
642 { 657 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 658}
697 659
698/* 660/*
699 * update_object() updates the the map. 661 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
713 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
714 */ 676 */
715void 677void
716update_object (object *op, int action) 678update_object (object *op, int action)
717{ 679{
718 MoveType move_on, move_off, move_block, move_slow;
719
720 if (op == NULL) 680 if (op == NULL)
721 { 681 {
722 /* this should never happen */ 682 /* this should never happen */
723 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
724 return; 684 return;
737 */ 697 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 699 return;
740 700
741 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 703 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 705#ifdef MANY_CORES
746 abort (); 706 abort ();
747#endif 707#endif
748 return; 708 return;
749 } 709 }
750 710
751 mapspace &m = op->map->at (op->x, op->y); 711 mapspace &m = op->ms ();
752 712
753 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 714 /* nop */;
755 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
756 { 716 {
757 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 728 * to have move_allow right now.
769 */ 729 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
773 } 733 }
774 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 736 * that is being removed.
777 */ 737 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
782 else 742 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 744
785 if (op->more) 745 if (op->more)
786 update_object (op->more, action); 746 update_object (op->more, action);
787} 747}
788 748
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 749object::object ()
806{ 750{
807 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
808 752
809 expmul = 1.0; 753 expmul = 1.0;
810 face = blank_face; 754 face = blank_face;
811} 755}
812 756
813object::~object () 757object::~object ()
814{ 758{
759 unlink ();
760
815 free_key_values (this); 761 free_key_values (this);
816} 762}
817 763
764static int object_count;
765
818void object::link () 766void object::link ()
819{ 767{
820 count = ++ob_count; 768 assert (!index);//D
821 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
822 771
823 prev = 0; 772 refcnt_inc ();
824 next = object::first; 773 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 774}
831 775
832void object::unlink () 776void object::unlink ()
833{ 777{
834 if (this == object::first) 778 if (!index)
835 object::first = next; 779 return;
836 780
837 /* Remove this object from the list of used objects */ 781 objects.erase (this);
838 if (prev) prev->next = next; 782 refcnt_dec ();
839 if (next) next->prev = prev; 783}
840 784
841 prev = 0; 785void
842 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
843} 890}
844 891
845object *object::create () 892object *object::create ()
846{ 893{
847 object *op = new object; 894 object *op = new object;
848 op->link (); 895 op->link ();
849 return op; 896 return op;
850} 897}
851 898
852/* 899void
853 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 901{
864 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
865 return;
866 903
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
868 remove_friendly_object (this); 908 remove_friendly_object (this);
869 909
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
871 remove (); 911 remove ();
872 912
873 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
874 914
875 if (more) 915 deactivate ();
876 { 916 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880 917
881 if (inv) 918 flag [FLAG_FREED] = 1;
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 919
923 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
924 { 921 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 923
930 927
931 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 929 freed_map->width = 3;
933 freed_map->height = 3; 930 freed_map->height = 3;
934 931
935 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
936 } 934 }
937 935
938 map = freed_map; 936 map = freed_map;
939 x = 1; 937 x = 1;
940 y = 1; 938 y = 1;
941 } 939 }
942 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
943 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
944 owner = 0; 950 owner = 0;
945 enemy = 0; 951 enemy = 0;
946 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
947 955
948 // only relevant for players(?), but make sure of it anyways 956void
949 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
950 961
951 /* Remove object from the active list */ 962 if (destroy_inventory)
952 speed = 0; 963 destroy_inv (false);
953 update_ob_speed (this);
954 964
955 unlink (); 965 attachable::destroy ();
956
957 mortals.push_back (this);
958} 966}
959 967
960/* 968/*
961 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
962 * 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)).
978 * 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
979 * 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
980 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
982 * the previous environment. 990 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 991 */
985void 992void
986object::remove () 993object::do_remove ()
987{ 994{
988 object *tmp, *last = 0; 995 object *tmp, *last = 0;
989 object *otmp; 996 object *otmp;
990 997
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 999 return;
995 1000
996 SET_FLAG (this, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
997 1003
998 if (more) 1004 if (more)
999 more->remove (); 1005 more->remove ();
1000 1006
1001 /* 1007 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 1018 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 1019 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 1020 * to save cpu time.
1015 */ 1021 */
1016 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))
1017 fix_player (otmp); 1023 otmp->update_stats ();
1018 1024
1019 if (above != NULL) 1025 if (above)
1020 above->below = below; 1026 above->below = below;
1021 else 1027 else
1022 env->inv = below; 1028 env->inv = below;
1023 1029
1024 if (below != NULL) 1030 if (below)
1025 below->above = above; 1031 below->above = above;
1026 1032
1027 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
1028 * 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
1029 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 1039 above = 0, below = 0;
1034 env = 0; 1040 env = 0;
1035 } 1041 }
1036 else if (map) 1042 else if (map)
1037 { 1043 {
1038 /* Re did the following section of code - it looks like it had 1044 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 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 ();
1041 1058
1042 /* link the object above us */ 1059 /* link the object above us */
1043 if (above) 1060 if (above)
1044 above->below = below; 1061 above->below = below;
1045 else 1062 else
1046 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1047 1064
1048 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1049 if (below) 1066 if (below)
1050 below->above = above; 1067 below->above = above;
1051 else 1068 else
1053 /* 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
1054 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1055 * evident 1072 * evident
1056 */ 1073 */
1057 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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 ());
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067 1076
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1069 } 1078 }
1070 1079
1071 above = 0; 1080 above = 0;
1072 below = 0; 1081 below = 0;
1073 1082
1074 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1075 return; 1084 return;
1076 1085
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1087
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 1089 {
1081 /* 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
1082 * being removed. 1091 * being removed.
1083 */ 1092 */
1084 1093
1088 * removed (most likely destroyed), update the player view 1097 * removed (most likely destroyed), update the player view
1089 * appropriately. 1098 * appropriately.
1090 */ 1099 */
1091 if (tmp->container == this) 1100 if (tmp->container == this)
1092 { 1101 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1102 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1103 tmp->container = 0;
1095 } 1104 }
1096 1105
1106 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1107 tmp->contr->ns->floorbox_update ();
1098 } 1108 }
1099 1109
1100 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1101 if (check_walk_off 1111 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1112 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1114 {
1105 move_apply (tmp, this, 0); 1115 move_apply (tmp, this, 0);
1106 1116
1107 if (destroyed ()) 1117 if (destroyed ())
1108 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 ());
1109 } 1119 }
1110 1120
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp; 1121 last = tmp;
1117 } 1122 }
1118 1123
1119 /* last == NULL of there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1125 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1126 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1127 map->at (x, y).flags_ = 0;
1122 else 1128 else
1123 update_object (last, UP_OBJ_REMOVE); 1129 update_object (last, UP_OBJ_REMOVE);
1124 1130
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1132 update_all_los (map, x, y);
1127 } 1133 }
1128} 1134}
1129 1135
1130/* 1136/*
1139merge_ob (object *op, object *top) 1145merge_ob (object *op, object *top)
1140{ 1146{
1141 if (!op->nrof) 1147 if (!op->nrof)
1142 return 0; 1148 return 0;
1143 1149
1144 if (top == NULL) 1150 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1151 for (top = op; top && top->above; top = top->above)
1152 ;
1146 1153
1147 for (; top != NULL; top = top->below) 1154 for (; top; top = top->below)
1148 { 1155 {
1149 if (top == op) 1156 if (top == op)
1150 continue; 1157 continue;
1151 1158
1152 if (object::can_merge (op, top)) 1159 if (object::can_merge (op, top))
1161 } 1168 }
1162 1169
1163 return 0; 1170 return 0;
1164} 1171}
1165 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1166/* 1196/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1169 */ 1199 */
1170object * 1200object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1202{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1204 {
1180 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1181 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1182 } 1207 }
1183 1208
1184 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1185} 1210}
1186 1211
1202 * Return value: 1227 * Return value:
1203 * new object if 'op' was merged with other object 1228 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1229 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1230 * just 'op' otherwise
1206 */ 1231 */
1207
1208object * 1232object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1211 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1212 sint16 x, y;
1213 1238
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1215 {
1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219 1240
1220 if (m == NULL) 1241#if 0
1221 { 1242 if (!m->active != !op->active)
1222 char *dump = dump_object (op); 1243 if (m->active)
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1224 free (dump); 1245 else
1225 return op; 1246 op->deactivate_recursive ();
1226 } 1247#endif
1227 1248
1228 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1229 { 1250 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1232#ifdef MANY_CORES 1252#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted. 1255 * improperly inserted.
1236 */ 1256 */
1237 abort (); 1257 abort ();
1238#endif 1258#endif
1239 free (dump);
1240 return op; 1259 return op;
1241 } 1260 }
1242 1261
1243 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1244 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op; 1264 return 0;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280 1265
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1267
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1270 * need extra work
1286 */ 1271 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1273 return 0;
1289 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1290 1277
1291 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1292 */ 1279 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1296 { 1283 {
1297 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1285 tmp->destroy ();
1299 } 1286 }
1316 op->below = originator->below; 1303 op->below = originator->below;
1317 1304
1318 if (op->below) 1305 if (op->below)
1319 op->below->above = op; 1306 op->below->above = op;
1320 else 1307 else
1321 op->map->at (op->x, op->y).bottom = op; 1308 ms.bot = op;
1322 1309
1323 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1324 originator->below = op; 1311 originator->below = op;
1325 } 1312 }
1326 else 1313 else
1327 { 1314 {
1315 top = ms.bot;
1316
1328 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1330 { 1319 {
1331 object *last = NULL; 1320 object *last = 0;
1332 1321
1333 /* 1322 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1323 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1324 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1325 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1329 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1330 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1331 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1344 */ 1333 */
1345 1334 for (top = ms.bot; top; top = top->above)
1346 while (top != NULL)
1347 { 1335 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1337 floor = top;
1350 1338
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1354 top = top->below; 1342 top = top->below;
1355 break; 1343 break;
1356 } 1344 }
1357 1345
1358 last = top; 1346 last = top;
1359 top = top->above;
1360 } 1347 }
1361 1348
1362 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last; 1350 top = last;
1364 1351
1366 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1368 */ 1355 */
1369 1356
1370 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1372 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1361 * stacking is a bit odd.
1375 */ 1362 */
1376 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1378 { 1366 {
1379 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1369 break;
1370
1382 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1374 * set top to the object below us.
1386 */ 1375 */
1388 top = last->below; 1377 top = last->below;
1389 } 1378 }
1390 } /* If objects on this space */ 1379 } /* If objects on this space */
1391 1380
1392 if (flag & INS_MAP_LOAD) 1381 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y); 1382 top = ms.top;
1394 1383
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1384 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1385 top = floor;
1397 1386
1398 /* Top is the object that our object (op) is going to get inserted above. 1387 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1388 */
1400 1389
1401 /* First object on this space */ 1390 /* First object on this space */
1402 if (!top) 1391 if (!top)
1403 { 1392 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1393 op->above = ms.bot;
1405 1394
1406 if (op->above) 1395 if (op->above)
1407 op->above->below = op; 1396 op->above->below = op;
1408 1397
1409 op->below = NULL; 1398 op->below = 0;
1410 op->map->at (op->x, op->y).bottom = op; 1399 ms.bot = op;
1411 } 1400 }
1412 else 1401 else
1413 { /* get inserted into the stack above top */ 1402 { /* get inserted into the stack above top */
1414 op->above = top->above; 1403 op->above = top->above;
1415 1404
1418 1407
1419 op->below = top; 1408 op->below = top;
1420 top->above = op; 1409 top->above = op;
1421 } 1410 }
1422 1411
1423 if (op->above == NULL) 1412 if (!op->above)
1424 op->map->at (op->x, op->y).top = op; 1413 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1414 } /* else not INS_BELOW_ORIGINATOR */
1426 1415
1427 if (op->type == PLAYER) 1416 if (op->type == PLAYER)
1417 {
1428 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1419 ++op->map->players;
1420 op->map->touch ();
1421 }
1422
1423 op->map->dirty = true;
1429 1424
1430 /* If we have a floor, we know the player, if any, will be above 1425 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1426 * it, so save a few ticks and start from there.
1432 */ 1427 */
1433 if (!(flag & INS_MAP_LOAD)) 1428 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ()) 1429 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1436 1432
1437 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1437 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1438 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1439 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1440 * of effect may be sufficient.
1445 */ 1441 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1442 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1443 update_all_los (op->map, op->x, op->y);
1448 1444
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1445 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1446 update_object (op, UP_OBJ_INSERT);
1447
1448 INVOKE_OBJECT (INSERT, op);
1451 1449
1452 /* Don't know if moving this to the end will break anything. However, 1450 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1451 * we want to have floorbox_update called before calling this.
1454 * 1452 *
1455 * check_move_on() must be after this because code called from 1453 * check_move_on() must be after this because code called from
1457 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1456 * update_object().
1459 */ 1457 */
1460 1458
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 { 1461 {
1464 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1465 return NULL; 1463 return 0;
1466 1464
1467 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1466 * walk on's.
1469 */ 1467 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1472 return NULL; 1470 return 0;
1473 } 1471 }
1474 1472
1475 return op; 1473 return op;
1476} 1474}
1477 1475
1484{ 1482{
1485 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1486 1484
1487 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1488 1486
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1491 tmp->destroy (); 1489 tmp->destroy ();
1492 1490
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1492
1495 tmp1->x = op->x; 1493 tmp1->x = op->x;
1496 tmp1->y = op->y; 1494 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1495 insert_ob_in_map (tmp1, op->map, op, 0);
1496}
1497
1498object *
1499object::insert_at (object *where, object *originator, int flags)
1500{
1501 return where->map->insert (this, where->x, where->y, originator, flags);
1498} 1502}
1499 1503
1500/* 1504/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1507 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1508 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1509 * global static errmsg array.
1506 */ 1510 */
1507
1508object * 1511object *
1509get_split_ob (object *orig_ob, uint32 nr) 1512get_split_ob (object *orig_ob, uint32 nr)
1510{ 1513{
1511 object *newob; 1514 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1543 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1545 * 1548 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1550 */
1548
1549object * 1551object *
1550decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1551{ 1553{
1552 object *tmp; 1554 object *tmp;
1553 player *pl;
1554 1555
1555 if (i == 0) /* objects with op->nrof require this check */ 1556 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1557 return op;
1557 1558
1558 if (i > op->nrof) 1559 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1572 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1573 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1574 * and then searching the map for a player.
1574 */ 1575 */
1575 if (!tmp) 1576 if (!tmp)
1576 { 1577 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1579 { 1579 {
1580 tmp = pl->ob; 1580 tmp = pl->ob;
1581 break; 1581 break;
1582 } 1582 }
1583 }
1584 1583
1585 if (i < op->nrof) 1584 if (i < op->nrof)
1586 { 1585 {
1587 sub_weight (op->env, op->weight * i); 1586 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1587 op->nrof -= i;
1631 1630
1632/* 1631/*
1633 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1635 */ 1634 */
1636
1637void 1635void
1638add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1639{ 1637{
1640 while (op != NULL) 1638 while (op != NULL)
1641 { 1639 {
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump); 1655 free (dump);
1658 return op; 1656 return op;
1659 } 1657 }
1660 1658
1661 if (where->head) 1659 if (where->head_ () != where)
1662 { 1660 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head; 1662 where = where->head;
1665 } 1663 }
1666 1664
1667 return where->insert (op); 1665 return where->insert (op);
1668} 1666}
1673 * inside the object environment. 1671 * inside the object environment.
1674 * 1672 *
1675 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1677 */ 1675 */
1678
1679object * 1676object *
1680object::insert (object *op) 1677object::insert (object *op)
1681{ 1678{
1682 object *tmp, *otmp; 1679 object *tmp, *otmp;
1683 1680
1724 add_weight (this, (op->weight + op->carrying)); 1721 add_weight (this, (op->weight + op->carrying));
1725 1722
1726 otmp = this->in_player (); 1723 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1724 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1726 otmp->update_stats ();
1730 1727
1731 op->map = 0; 1728 op->map = 0;
1732 op->env = this; 1729 op->env = this;
1733 op->above = 0; 1730 op->above = 0;
1734 op->below = 0; 1731 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1735 if ((op->glow_radius != 0) && map)
1739 { 1736 {
1740#ifdef DEBUG_LIGHTS 1737#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1739#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1740 if (map->darkness)
1744 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1745 } 1742 }
1746 1743
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1744 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1745 * It sure simplifies this function...
1753 { 1750 {
1754 op->below = inv; 1751 op->below = inv;
1755 op->below->above = op; 1752 op->below->above = op;
1756 inv = op; 1753 inv = op;
1757 } 1754 }
1755
1756 INVOKE_OBJECT (INSERT, this);
1758 1757
1759 return op; 1758 return op;
1760} 1759}
1761 1760
1762/* 1761/*
1777 * 1776 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1777 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1778 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1779 * on top.
1781 */ 1780 */
1782
1783int 1781int
1784check_move_on (object *op, object *originator) 1782check_move_on (object *op, object *originator)
1785{ 1783{
1786 object *tmp; 1784 object *tmp;
1787 maptile *m = op->map; 1785 maptile *m = op->map;
1814 1812
1815 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1817 */ 1815 */
1818 1816
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1818 {
1821 /* Trim the search when we find the first other spell effect 1819 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1820 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1821 * we don't need to check all of them.
1824 */ 1822 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1842 {
1845 1843
1846 float 1844 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1846
1849 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1850 diff /= 4.0;
1879/* 1877/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1878 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1879 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1883 */ 1881 */
1884
1885object * 1882object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1883present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1884{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1885 if (!m || out_of_map (m, x, y))
1892 { 1886 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1887 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1888 return NULL;
1895 } 1889 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1890
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1892 if (tmp->arch == at)
1898 return tmp; 1893 return tmp;
1894
1899 return NULL; 1895 return NULL;
1900} 1896}
1901 1897
1902/* 1898/*
1903 * present(type, map, x, y) searches for any objects with 1899 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1900 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
1906 */ 1902 */
1907
1908object * 1903object *
1909present (unsigned char type, maptile *m, int x, int y) 1904present (unsigned char type, maptile *m, int x, int y)
1910{ 1905{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1906 if (out_of_map (m, x, y))
1915 { 1907 {
1916 LOG (llevError, "Present called outside map.\n"); 1908 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1909 return NULL;
1918 } 1910 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1911
1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1913 if (tmp->type == type)
1921 return tmp; 1914 return tmp;
1915
1922 return NULL; 1916 return NULL;
1923} 1917}
1924 1918
1925/* 1919/*
1926 * present_in_ob(type, object) searches for any objects with 1920 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1921 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1922 * The first matching object is returned, or NULL if none.
1929 */ 1923 */
1930
1931object * 1924object *
1932present_in_ob (unsigned char type, const object *op) 1925present_in_ob (unsigned char type, const object *op)
1933{ 1926{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1928 if (tmp->type == type)
1939 return tmp; 1929 return tmp;
1930
1940 return NULL; 1931 return NULL;
1941} 1932}
1942 1933
1943/* 1934/*
1944 * present_in_ob (type, str, object) searches for any objects with 1935 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1943 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1944 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1945 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1946 * to be unique.
1956 */ 1947 */
1957
1958object * 1948object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1949present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1950{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1952 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1953 return tmp;
1968 } 1954
1969 return NULL; 1955 return 0;
1970} 1956}
1971 1957
1972/* 1958/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1959 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1960 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1961 * The first matching object is returned, or NULL if none.
1976 */ 1962 */
1977
1978object * 1963object *
1979present_arch_in_ob (const archetype *at, const object *op) 1964present_arch_in_ob (const archetype *at, const object *op)
1980{ 1965{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1967 if (tmp->arch == at)
1986 return tmp; 1968 return tmp;
1969
1987 return NULL; 1970 return NULL;
1988} 1971}
1989 1972
1990/* 1973/*
1991 * activate recursively a flag on an object inventory 1974 * activate recursively a flag on an object inventory
1992 */ 1975 */
1993void 1976void
1994flag_inv (object *op, int flag) 1977flag_inv (object *op, int flag)
1995{ 1978{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1979 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1981 {
2002 SET_FLAG (tmp, flag); 1982 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1983 flag_inv (tmp, flag);
2004 } 1984 }
2005} /* 1985}
1986
1987/*
2006 * desactivate recursively a flag on an object inventory 1988 * deactivate recursively a flag on an object inventory
2007 */ 1989 */
2008void 1990void
2009unflag_inv (object *op, int flag) 1991unflag_inv (object *op, int flag)
2010{ 1992{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1993 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1995 {
2017 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
2019 } 1998 }
2020}
2021
2022/*
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function.
2027 */
2028
2029void
2030set_cheat (object *op)
2031{
2032 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ);
2034} 1999}
2035 2000
2036/* 2001/*
2037 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
2038 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 2020 * customized, changed states, etc.
2056 */ 2021 */
2057
2058int 2022int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2024{
2061 int
2062 i,
2063 index = 0, flag; 2025 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2066 2027
2067 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2068 { 2029 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 2031 if (!flag)
2071 altern[index++] = i; 2032 altern [index++] = i;
2072 2033
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2083 } 2044 }
2084 2045
2085 if (!index) 2046 if (!index)
2086 return -1; 2047 return -1;
2087 2048
2088 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2089} 2050}
2090 2051
2091/* 2052/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2057 */
2097
2098int 2058int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2060{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2063 return i;
2108 } 2064
2109 return -1; 2065 return -1;
2110} 2066}
2111 2067
2112/* 2068/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2072 */
2116static void 2073static void
2117permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2118{ 2075{
2119 int 2076 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2077 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2078
2130 tmp = arr[i]; 2079 while (--end)
2131 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2081}
2135 2082
2136/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2089 */
2143void 2090void
2144get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2145{ 2092{
2146 int 2093 int i;
2147 i;
2148 2094
2149 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2096 search_arr[i] = i;
2152 }
2153 2097
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2101}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2113 * there is capable of.
2170 */ 2114 */
2171
2172int 2115int
2173find_dir (maptile *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2117{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2178 2119
2179 sint16 nx, ny; 2120 sint16 nx, ny;
2180 object * 2121 object *tmp;
2181 tmp;
2182 maptile * 2122 maptile *mp;
2183 mp;
2184 2123
2185 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2186 2125
2187 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2188 { 2127 {
2189 exclude = exclude->head; 2128 exclude = exclude->head;
2190 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2191 } 2130 }
2192 else 2131 else
2205 2144
2206 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2146 max = maxfree[i];
2208 else 2147 else
2209 { 2148 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2211 2152
2212 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2154 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2215 { 2156 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2218 break; 2160 break;
2219 2161
2220 if (tmp) 2162 if (tmp)
2221 return freedir[i]; 2163 return freedir[i];
2222 } 2164 }
2228 2170
2229/* 2171/*
2230 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2173 * distance between the two given objects.
2232 */ 2174 */
2233
2234int 2175int
2235distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2236{ 2177{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2179}
2242 2180
2243/* 2181/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2247 */ 2185 */
2248
2249int 2186int
2250find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2251{ 2188{
2252 int q; 2189 int q;
2253 2190
2282 2219
2283 return 3; 2220 return 3;
2284} 2221}
2285 2222
2286/* 2223/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2226 */
2306
2307int 2227int
2308dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2309{ 2229{
2310 int 2230 int d;
2311 d;
2312 2231
2313 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2314 if (d > 4) 2233 if (d > 4)
2315 d = 8 - d; 2234 d = 8 - d;
2235
2316 return d; 2236 return d;
2317} 2237}
2318 2238
2319/* peterm: 2239/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2246 * functions.
2327 */ 2247 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2441 * create clone from object to another 2359 * create clone from object to another
2442 */ 2360 */
2443object * 2361object *
2444object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2445{ 2363{
2446 object *dst = 0, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *prev, *item;
2447 2365
2448 if (!asrc) 2366 if (!asrc)
2449 return 0; 2367 return 0;
2450 2368
2451 src = asrc;
2452 if (src->head)
2453 src = src->head; 2369 src = asrc->head_ ();
2454 2370
2455 prev = 0; 2371 prev = 0;
2456 for (part = src; part; part = part->more) 2372 for (object *part = src; part; part = part->more)
2457 { 2373 {
2458 tmp = part->clone (); 2374 tmp = part->clone ();
2459 tmp->x -= src->x; 2375 tmp->x -= src->x;
2460 tmp->y -= src->y; 2376 tmp->y -= src->y;
2461 2377
2479 insert_ob_in_ob (object_create_clone (item), dst); 2395 insert_ob_in_ob (object_create_clone (item), dst);
2480 2396
2481 return dst; 2397 return dst;
2482} 2398}
2483 2399
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521}
2522
2523/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2401 * has the same type and subtype match.
2525 * returns NULL if no match. 2402 * returns NULL if no match.
2526 */ 2403 */
2527object * 2404object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2406{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2409 return tmp;
2535 2410
2536 return NULL; 2411 return 0;
2537} 2412}
2538 2413
2539/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2415 * otherwise return NULL.
2541 * 2416 *
2543 * do the desired thing. 2418 * do the desired thing.
2544 */ 2419 */
2545key_value * 2420key_value *
2546get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2547{ 2422{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2424 if (link->key == key)
2552 return link; 2425 return link;
2553 2426
2554 return NULL; 2427 return 0;
2555} 2428}
2556 2429
2557/* 2430/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2432 *
2584 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2585 return link->value; 2458 return link->value;
2586 2459
2587 return 0; 2460 return 0;
2588} 2461}
2589
2590 2462
2591/* 2463/*
2592 * Updates the canonical_key in op to value. 2464 * Updates the canonical_key in op to value.
2593 * 2465 *
2594 * canonical_key is a shared string (value doesn't have to be). 2466 * canonical_key is a shared string (value doesn't have to be).
2599 * Returns TRUE on success. 2471 * Returns TRUE on success.
2600 */ 2472 */
2601int 2473int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2474set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2475{
2604 key_value *
2605 field = NULL, *last = NULL; 2476 key_value *field = NULL, *last = NULL;
2606 2477
2607 for (field = op->key_values; field != NULL; field = field->next) 2478 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2479 {
2609 if (field->key != canonical_key) 2480 if (field->key != canonical_key)
2610 { 2481 {
2619 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2620 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2621 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2622 * we get this value back again. 2493 * we get this value back again.
2623 */ 2494 */
2624 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2625 field->value = 0; 2496 field->value = 0;
2626 else 2497 else
2627 { 2498 {
2628 if (last) 2499 if (last)
2629 last->next = field->next; 2500 last->next = field->next;
2638 /* IF we get here, key doesn't exist */ 2509 /* IF we get here, key doesn't exist */
2639 2510
2640 /* No field, we'll have to add it. */ 2511 /* No field, we'll have to add it. */
2641 2512
2642 if (!add_key) 2513 if (!add_key)
2643 {
2644 return FALSE; 2514 return FALSE;
2645 } 2515
2646 /* There isn't any good reason to store a null 2516 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2517 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2518 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2519 * be here. If user wants to store empty strings,
2650 * should pass in "" 2520 * should pass in ""
2699 } 2569 }
2700 else 2570 else
2701 item = item->env; 2571 item = item->env;
2702} 2572}
2703 2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2704// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2705const char * 2603const char *
2706object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2707{ 2605{
2606 char flagdesc[512];
2708 char info2[256 * 3]; 2607 char info2[256 * 4];
2709 char *p = info; 2608 char *p = info;
2710 2609
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2611 count, uuid.seq,
2713 &name, 2612 &name,
2714 title ? " " : "", 2613 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2716 2616
2717 if (env) 2617 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2619
2720 if (map) 2620 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2622
2723 return info; 2623 return info;
2724} 2624}
2725 2625
2726const char * 2626const char *
2727object::debug_desc () const 2627object::debug_desc () const
2728{ 2628{
2729 static char info[256 * 3]; 2629 static char info[3][256 * 4];
2630 static int info_idx;
2631
2730 return debug_desc (info); 2632 return debug_desc (info [++info_idx % 3]);
2731} 2633}
2732 2634
2635struct region *
2636object::region () const
2637{
2638 return map ? map->region (x, y)
2639 : region::default_region ();
2640}
2641
2642const materialtype_t *
2643object::dominant_material () const
2644{
2645 if (materialtype_t *mat = name_to_material (materialname))
2646 return mat;
2647
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 }
2678
2679 if (new_container)
2680 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 return;
2683
2684 // TODO: this does not seem to serve any purpose anymore?
2685#if 0
2686 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch)
2688 {
2689 object *closer = arch_to_object (new_container->other_arch);
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer);
2692 }
2693#endif
2694
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696
2697 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container;
2699
2700 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container);
2702 }
2703}
2704
2705object *
2706object::force_find (const shstr name)
2707{
2708 /* cycle through his inventory to look for the MARK we want to
2709 * place
2710 */
2711 for (object *tmp = inv; tmp; tmp = tmp->below)
2712 if (tmp->type == FORCE && tmp->slaying == name)
2713 return splay (tmp);
2714
2715 return 0;
2716}
2717
2718void
2719object::force_add (const shstr name, int duration)
2720{
2721 if (object *force = force_find (name))
2722 force->destroy ();
2723
2724 object *force = get_archetype (FORCE_NAME);
2725
2726 force->slaying = name;
2727 force->stats.food = 1;
2728 force->speed_left = -1.f;
2729
2730 force->set_speed (duration ? 1.f / duration : 0.f);
2731 force->flag [FLAG_IS_USED_UP] = true;
2732 force->flag [FLAG_APPLIED] = true;
2733
2734 insert (force);
2735}
2736
2737

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