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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.177 by root, Sun Aug 12 13:10:00 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
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:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
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
472/* 537object &
473 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 539{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
485 542
486 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
487 544
488 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 547
497 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
498 if (key_values) 549 if (src.key_values)
499 { 550 {
500 key_value *tail = 0; 551 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 552 key_values = 0;
504 553
505 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
506 { 555 {
507 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
508 557
509 new_link->next = 0; 558 new_link->next = 0;
510 new_link->key = i->key; 559 new_link->key = i->key;
511 new_link->value = i->value; 560 new_link->value = i->value;
512 561
513 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
514 if (!dst->key_values) 563 if (!key_values)
515 { 564 {
516 dst->key_values = new_link; 565 key_values = new_link;
517 tail = new_link; 566 tail = new_link;
518 } 567 }
519 else 568 else
520 { 569 {
521 tail->next = new_link; 570 tail->next = new_link;
522 tail = new_link; 571 tail = new_link;
523 } 572 }
524 } 573 }
525 } 574 }
575}
526 576
527 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 ();
528} 613}
529 614
530object * 615object *
531object::clone () 616object::clone ()
532{ 617{
538/* 623/*
539 * 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
540 * 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
541 * 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.
542 */ 627 */
543
544void 628void
545update_turn_face (object *op) 629update_turn_face (object *op)
546{ 630{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 632 return;
633
549 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
551} 636}
552 637
553/* 638/*
554 * 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
555 * 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.
556 * 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.
557 */ 642 */
558void 643void
559update_ob_speed (object *op) 644object::set_speed (float speed)
560{ 645{
561 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 647 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 649 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 650 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 651
586 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 653
590 if (op->active_next != NULL) 654 if (has_active_speed ())
591 op->active_next->active_prev = op; 655 activate ();
592
593 active_objects = op;
594 }
595 else 656 else
596 { 657 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 658}
651 659
652/* 660/*
653 * update_object() updates the the map. 661 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
668 */ 676 */
669void 677void
670update_object (object *op, int action) 678update_object (object *op, int action)
671{ 679{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 680 if (op == NULL)
675 { 681 {
676 /* this should never happen */ 682 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 684 return;
702 return; 708 return;
703 } 709 }
704 710
705 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
706 712
707 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 714 /* nop */;
709 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
710 { 716 {
711 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* 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
722 * to have move_allow right now. 728 * to have move_allow right now.
723 */ 729 */
724 || ((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
725 || 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)
726 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
727 } 733 }
728 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 736 * that is being removed.
731 */ 737 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
736 else 742 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 744
739 if (op->more) 745 if (op->more)
740 update_object (op->more, action); 746 update_object (op->more, action);
741} 747}
742 748
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 749object::object ()
747{ 750{
748 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
749 752
750 expmul = 1.0; 753 expmul = 1.0;
751 face = blank_face; 754 face = blank_face;
752} 755}
753 756
754object::~object () 757object::~object ()
755{ 758{
759 unlink ();
760
756 free_key_values (this); 761 free_key_values (this);
757} 762}
758 763
764static int object_count;
765
759void object::link () 766void object::link ()
760{ 767{
761 count = ++ob_count; 768 assert (!index);//D
762 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
763 771
764 prev = 0; 772 refcnt_inc ();
765 next = object::first; 773 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 774}
772 775
773void object::unlink () 776void object::unlink ()
774{ 777{
775 if (this == object::first) 778 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op; 779 return;
791}
792 780
793/* 781 objects.erase (this);
794 * free_object() frees everything allocated by an object, removes 782 refcnt_dec ();
795 * it from the list of used objects, and puts it on the list of 783}
796 * free objects. The IS_FREED() flag is set in the object. 784
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 785void
804object::do_destroy () 786object::activate ()
805{ 787{
806 attachable::do_destroy (); 788 /* If already on active list, don't do anything */
807 789 if (active)
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 790 return;
819 791
820 flag [FLAG_FREED] = 1; 792 if (has_active_speed ())
793 actives.insert (this);
794}
821 795
822 // hack to ensure that freed objects still have a valid map 796void
823 { 797object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 798{
799 activate ();
825 800
826 if (!freed_map) 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)
827 { 836 {
828 freed_map = new maptile; 837 op->flag [flag] = value;
829 838 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 839 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 840}
860 841
861/* 842/*
862 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 844 * object.c ?
864 */ 845 */
865void 846void
866object::destroy_inv (bool drop_to_ground) 847object::destroy_inv (bool drop_to_ground)
867{ 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
868 if (!inv) 854 if (!inv)
869 return; 855 return;
870 856
871 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
873 * drop on that space. 859 * drop on that space.
874 */ 860 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
876 { 866 {
877 while (inv) 867 while (inv)
878 { 868 {
879 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 870 inv->destroy ();
888 878
889 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 881 || op->type == RUNE
892 || op->type == TRAP 882 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 885 op->destroy ();
895 else 886 else
896 { 887 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 888 }
903 } 889 }
890}
891
892object *object::create ()
893{
894 object *op = new object;
895 op->link ();
896 return op;
897}
898
899void
900object::do_destroy ()
901{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
904} 954}
905 955
906void 956void
907object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
908{ 958{
909 if (destroyed ()) 959 if (destroyed ())
910 return; 960 return;
911 961
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 962 if (destroy_inventory)
920 destroy_inv (true); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 970
922 attachable::destroy (); 971 attachable::destroy ();
923} 972}
924 973
925/* 974/*
943 * This function removes the object op from the linked list of objects 992 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 993 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
947 * the previous environment. 996 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 997 */
950void 998void
951object::remove () 999object::do_remove ()
952{ 1000{
953 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
954 object *otmp; 1002 object *otmp;
955 1003
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 1026 * to save cpu time.
979 */ 1027 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1029 otmp->update_stats ();
982 1030
983 if (above != NULL) 1031 if (above)
984 above->below = below; 1032 above->below = below;
985 else 1033 else
986 env->inv = below; 1034 env->inv = below;
987 1035
988 if (below != NULL) 1036 if (below)
989 below->above = above; 1037 below->above = above;
990 1038
991 /* we set up values so that it could be inserted into 1039 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1040 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1041 * to the caller to decide what we want to do.
997 above = 0, below = 0; 1045 above = 0, below = 0;
998 env = 0; 1046 env = 0;
999 } 1047 }
1000 else if (map) 1048 else if (map)
1001 { 1049 {
1002 /* Re did the following section of code - it looks like it had 1050 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1005 1064
1006 /* link the object above us */ 1065 /* link the object above us */
1007 if (above) 1066 if (above)
1008 above->below = below; 1067 above->below = below;
1009 else 1068 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1011 1070
1012 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1013 if (below) 1072 if (below)
1014 below->above = above; 1073 below->above = above;
1015 else 1074 else
1017 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1078 * evident
1020 */ 1079 */
1021 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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); 1081 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1082
1032 map->at (x, y).bot = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1033 } 1084 }
1034 1085
1035 above = 0; 1086 above = 0;
1036 below = 0; 1087 below = 0;
1037 1088
1038 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1039 return; 1090 return;
1040 1091
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1107 {
1045 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1046 * being removed. 1109 * being removed.
1047 */ 1110 */
1048 1111
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1066 if (check_walk_off 1113 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1116 {
1070 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1071 1118
1072 if (destroyed ()) 1119 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1121 }
1075 1122
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1123 last = tmp;
1082 } 1124 }
1083 1125
1084 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1128 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1129 map->at (x, y).flags_ = 0;
1087 else 1130 else
1088 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1089 1132
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1127 } 1170 }
1128 1171
1129 return 0; 1172 return 0;
1130} 1173}
1131 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1132/* 1198/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1135 */ 1201 */
1136object * 1202object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1204{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1206 {
1146 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1148 } 1209 }
1149 1210
1150 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1151} 1212}
1152 1213
1171 * just 'op' otherwise 1232 * just 'op' otherwise
1172 */ 1233 */
1173object * 1234object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1176 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1177 sint16 x, y;
1178 1240
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184 1242
1185 if (m == NULL) 1243#if 0
1186 { 1244 if (!m->active != !op->active)
1187 char *dump = dump_object (op); 1245 if (m->active)
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1189 free (dump); 1247 else
1190 return op; 1248 op->deactivate_recursive ();
1191 } 1249#endif
1192 1250
1193 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1194 { 1252 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1197#ifdef MANY_CORES 1254#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted. 1257 * improperly inserted.
1201 */ 1258 */
1202 abort (); 1259 abort ();
1203#endif 1260#endif
1204 free (dump);
1205 return op; 1261 return op;
1206 } 1262 }
1207 1263
1208 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1209 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op; 1266 return 0;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245 1267
1246 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1269
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1272 * need extra work
1251 */ 1273 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1275 return 0;
1254 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1255 1279
1256 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1257 */ 1281 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1261 { 1285 {
1262 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1287 tmp->destroy ();
1264 } 1288 }
1281 op->below = originator->below; 1305 op->below = originator->below;
1282 1306
1283 if (op->below) 1307 if (op->below)
1284 op->below->above = op; 1308 op->below->above = op;
1285 else 1309 else
1286 op->ms ().bot = op; 1310 ms.bot = op;
1287 1311
1288 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1289 originator->below = op; 1313 originator->below = op;
1290 } 1314 }
1291 else 1315 else
1292 { 1316 {
1317 top = ms.bot;
1318
1293 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1321 {
1296 object *last = NULL; 1322 object *last = 0;
1297 1323
1298 /* 1324 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1327 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1309 */ 1335 */
1310 1336 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1337 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1339 floor = top;
1315 1340
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1344 top = top->below;
1320 break; 1345 break;
1321 } 1346 }
1322 1347
1323 last = top; 1348 last = top;
1324 top = top->above;
1325 } 1349 }
1326 1350
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1352 top = last;
1329 1353
1331 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1333 */ 1357 */
1334 1358
1335 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1363 * stacking is a bit odd.
1340 */ 1364 */
1341 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1343 { 1368 {
1344 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1371 break;
1372
1347 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1376 * set top to the object below us.
1351 */ 1377 */
1352 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1353 top = last->below; 1379 top = last->below;
1354 } 1380 }
1355 } /* If objects on this space */ 1381 } /* If objects on this space */
1356
1357 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1359 1384
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1386 top = floor;
1362 1387
1363 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1389 */
1365 1390
1366 /* First object on this space */ 1391 /* First object on this space */
1367 if (!top) 1392 if (!top)
1368 { 1393 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1370 1395
1371 if (op->above) 1396 if (op->above)
1372 op->above->below = op; 1397 op->above->below = op;
1373 1398
1374 op->below = NULL; 1399 op->below = 0;
1375 op->ms ().bot = op; 1400 ms.bot = op;
1376 } 1401 }
1377 else 1402 else
1378 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1379 op->above = top->above; 1404 op->above = top->above;
1380 1405
1383 1408
1384 op->below = top; 1409 op->below = top;
1385 top->above = op; 1410 top->above = op;
1386 } 1411 }
1387 1412
1388 if (op->above == NULL) 1413 if (!op->above)
1389 op->ms ().top = op; 1414 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1391 1416
1392 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1393 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1394 1425
1395 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1396 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1397 */ 1428 */
1398 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1430 if (object *pl = ms.player ())
1400 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1402 1432
1403 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1404 * 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
1405 * 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
1406 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1407 * 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 -
1408 * this should get redone to only look for players within range, 1438 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1439 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1440 * of effect may be sufficient.
1411 */ 1441 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1442 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1443 update_all_los (op->map, op->x, op->y);
1414 1444
1425 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1456 * update_object().
1427 */ 1457 */
1428 1458
1429 /* 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 */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1461 {
1432 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1433 return 0; 1463 return 0;
1434 1464
1435 /* 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
1436 * walk on's. 1466 * walk on's.
1437 */ 1467 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1440 return 0; 1470 return 0;
1441 } 1471 }
1442 1472
1443 return op; 1473 return op;
1452{ 1482{
1453 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1454 1484
1455 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1456 1486
1457 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)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1489 tmp->destroy ();
1460 1490
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1492
1463 tmp1->x = op->x; 1493 tmp1->x = op->x;
1464 tmp1->y = op->y; 1494 tmp1->y = op->y;
1465 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);
1466} 1502}
1467 1503
1468/* 1504/*
1469 * 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
1470 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1471 * 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).
1472 * On failure, NULL is returned, and the reason put into the 1508 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1509 * global static errmsg array.
1474 */ 1510 */
1475
1476object * 1511object *
1477get_split_ob (object *orig_ob, uint32 nr) 1512get_split_ob (object *orig_ob, uint32 nr)
1478{ 1513{
1479 object *newob; 1514 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * 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
1512 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1513 * 1548 *
1514 * 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
1515 */ 1550 */
1516
1517object * 1551object *
1518decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1519{ 1553{
1520 object *tmp; 1554 object *tmp;
1521 1555
1596 1630
1597/* 1631/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1600 */ 1634 */
1601
1602void 1635void
1603add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1604{ 1637{
1605 while (op != NULL) 1638 while (op != NULL)
1606 { 1639 {
1621 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);
1622 free (dump); 1655 free (dump);
1623 return op; 1656 return op;
1624 } 1657 }
1625 1658
1626 if (where->head) 1659 if (where->head_ () != where)
1627 { 1660 {
1628 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");
1629 where = where->head; 1662 where = where->head;
1630 } 1663 }
1631 1664
1632 return where->insert (op); 1665 return where->insert (op);
1633} 1666}
1638 * inside the object environment. 1671 * inside the object environment.
1639 * 1672 *
1640 * 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
1641 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1642 */ 1675 */
1643
1644object * 1676object *
1645object::insert (object *op) 1677object::insert (object *op)
1646{ 1678{
1647 object *tmp, *otmp; 1679 object *tmp, *otmp;
1648 1680
1744 * 1776 *
1745 * 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
1746 * 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
1747 * on top. 1779 * on top.
1748 */ 1780 */
1749
1750int 1781int
1751check_move_on (object *op, object *originator) 1782check_move_on (object *op, object *originator)
1752{ 1783{
1753 object *tmp; 1784 object *tmp;
1754 maptile *m = op->map; 1785 maptile *m = op->map;
1781 1812
1782 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1784 */ 1815 */
1785 1816
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1818 {
1788 /* Trim the search when we find the first other spell effect 1819 /* Trim the search when we find the first other spell effect
1789 * 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,
1790 * we don't need to check all of them. 1821 * we don't need to check all of them.
1791 */ 1822 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((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))
1811 { 1842 {
1812 1843
1813 float 1844 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1846
1816 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1817 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)) ||
1818 (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)))
1819 diff /= 4.0; 1850 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1850 */ 1881 */
1851object * 1882object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1883present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1884{
1854 if (m == NULL || out_of_map (m, x, y)) 1885 if (!m || out_of_map (m, x, y))
1855 { 1886 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1887 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1888 return NULL;
1858 } 1889 }
1859 1890
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1892 if (tmp->arch == at)
1862 return tmp; 1893 return tmp;
1863 1894
1864 return NULL; 1895 return NULL;
1865} 1896}
1876 { 1907 {
1877 LOG (llevError, "Present called outside map.\n"); 1908 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1909 return NULL;
1879 } 1910 }
1880 1911
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1913 if (tmp->type == type)
1883 return tmp; 1914 return tmp;
1884 1915
1885 return NULL; 1916 return NULL;
1886} 1917}
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 { 1995 {
1965 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1967 } 1998 }
1968}
1969
1970/*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976void
1977set_cheat (object *op)
1978{
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981} 1999}
1982 2000
1983/* 2001/*
1984 * 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
1985 * 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
2026 } 2044 }
2027 2045
2028 if (!index) 2046 if (!index)
2029 return -1; 2047 return -1;
2030 2048
2031 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2032} 2050}
2033 2051
2034/* 2052/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2057{ 2075{
2058 arr += begin; 2076 arr += begin;
2059 end -= begin; 2077 end -= begin;
2060 2078
2061 while (--end) 2079 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2063} 2081}
2064 2082
2065/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2067 * 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
2103 object *tmp; 2121 object *tmp;
2104 maptile *mp; 2122 maptile *mp;
2105 2123
2106 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2107 2125
2108 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2109 { 2127 {
2110 exclude = exclude->head; 2128 exclude = exclude->head;
2111 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2112 } 2130 }
2113 else 2131 else
2136 max = maxfree[i]; 2154 max = maxfree[i];
2137 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2138 { 2156 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break; 2160 break;
2143 2161
2144 if (tmp) 2162 if (tmp)
2145 return freedir[i]; 2163 return freedir[i];
2146 } 2164 }
2201 2219
2202 return 3; 2220 return 3;
2203} 2221}
2204 2222
2205/* 2223/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2226 */
2227
2228int 2227int
2229dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2230{ 2229{
2231 int d; 2230 int d;
2232 2231
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2345 * core dumps if they do.
2347 * 2346 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2348 */
2350
2351int 2349int
2352can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2353{ 2351{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 * create clone from object to another 2358 * create clone from object to another
2361 */ 2359 */
2362object * 2360object *
2363object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2364{ 2362{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2366 2364
2367 if (!asrc) 2365 if (!asrc)
2368 return 0; 2366 return 0;
2369 2367
2370 src = asrc;
2371 if (src->head)
2372 src = src->head; 2368 src = asrc->head_ ();
2373 2369
2374 prev = 0; 2370 prev = 0;
2375 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2376 { 2372 {
2377 tmp = part->clone (); 2373 tmp = part->clone ();
2378 tmp->x -= src->x; 2374 tmp->x -= src->x;
2379 tmp->y -= src->y; 2375 tmp->y -= src->y;
2380 2376
2398 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2399 2395
2400 return dst; 2396 return dst;
2401} 2397}
2402 2398
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439}
2440
2441/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2400 * has the same type and subtype match.
2443 * returns NULL if no match. 2401 * returns NULL if no match.
2444 */ 2402 */
2445object * 2403object *
2498 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2499 return link->value; 2457 return link->value;
2500 2458
2501 return 0; 2459 return 0;
2502} 2460}
2503
2504 2461
2505/* 2462/*
2506 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2507 * 2464 *
2508 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2532 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2533 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2534 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2535 * we get this value back again. 2492 * we get this value back again.
2536 */ 2493 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2538 field->value = 0; 2495 field->value = 0;
2539 else 2496 else
2540 { 2497 {
2541 if (last) 2498 if (last)
2542 last->next = field->next; 2499 last->next = field->next;
2611 } 2568 }
2612 else 2569 else
2613 item = item->env; 2570 item = item->env;
2614} 2571}
2615 2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2616// return a suitable string describing an objetc in enough detail to find it 2601// return a suitable string describing an object in enough detail to find it
2617const char * 2602const char *
2618object::debug_desc (char *info) const 2603object::debug_desc (char *info) const
2619{ 2604{
2605 char flagdesc[512];
2620 char info2[256 * 3]; 2606 char info2[256 * 4];
2621 char *p = info; 2607 char *p = info;
2622 2608
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2610 count, uuid.seq,
2625 &name, 2611 &name,
2626 title ? " " : "", 2612 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2628 2615
2629 if (env) 2616 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2618
2632 if (map) 2619 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2621
2635 return info; 2622 return info;
2636} 2623}
2637 2624
2638const char * 2625const char *
2639object::debug_desc () const 2626object::debug_desc () const
2640{ 2627{
2641 static char info[256 * 3]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2642 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2643} 2632}
2644 2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 play_sound (sound_find ("chest_close"));
2674 }
2675
2676 if (new_container)
2677 {
2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 return;
2680
2681 // TODO: this does not seem to serve any purpose anymore?
2682#if 0
2683 // insert the "Close Container" object.
2684 if (archetype *closer = new_container->other_arch)
2685 {
2686 object *closer = arch_to_object (new_container->other_arch);
2687 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2688 new_container->insert (closer);
2689 }
2690#endif
2691
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2693
2694 new_container->flag [FLAG_APPLIED] = 1;
2695 container = new_container;
2696
2697 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container);
2699 play_sound (sound_find ("chest_open"));
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734

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