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Comparing deliantra/server/common/object.C (file contents):
Revision 1.66 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.196 by root, Wed Oct 17 22:01:27 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>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short 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,
42 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
43}; 47};
44short 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,
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
188 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if (ob1 == ob2 200 if (ob1 == ob2
198 || ob1->type != ob2->type 201 || ob1->type != ob2->type
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
260 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
261 { 258 {
262 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
264 return 0;
265 261
266 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
267 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 266 return 0; /* inventory objexts differ */
269 267
270 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 269 * if it is valid.
272 */ 270 */
273 } 271 }
281 279
282 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
302 return 0; 300 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0; 302 return 0;
305 } 303 }
306 304
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
309 { 306 {
310 ob1->optimise (); 307 ob1->optimise ();
311 ob2->optimise (); 308 ob2->optimise ();
312 309
313 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
314 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
315 } 322 }
316 323
317 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
318 return 1; 325 return 1;
319} 326}
327sum_weight (object *op) 334sum_weight (object *op)
328{ 335{
329 long sum; 336 long sum;
330 object *inv; 337 object *inv;
331 338
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 340 {
334 if (inv->inv) 341 if (inv->inv)
335 sum_weight (inv); 342 sum_weight (inv);
343
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 345 }
338 346
339 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 364 op = op->env;
357 return op; 365 return op;
358} 366}
359 367
360/* 368/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 370 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
379 */ 372 */
380
381char * 373char *
382dump_object (object *op) 374dump_object (object *op)
383{ 375{
384 if (!op) 376 if (!op)
385 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
386 378
387 object_freezer freezer; 379 object_freezer freezer;
388 save_object (freezer, op, 3); 380 op->write (freezer);
389 return freezer.as_string (); 381 return freezer.as_string ();
390} 382}
391 383
392/* 384/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
396 */ 388 */
397
398object * 389object *
399get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
400{ 391{
401 object *tmp, *closest; 392 object *tmp, *closest;
402 int last_dist, i; 393 int last_dist, i;
410} 401}
411 402
412/* 403/*
413 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
414 */ 405 */
415
416object * 406object *
417find_object (tag_t i) 407find_object (tag_t i)
418{ 408{
419 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
420 if (op->count == i) 410 if (op->count == i)
421 return op; 411 return op;
422 412
423 return 0; 413 return 0;
424} 414}
425 415
426/* 416/*
427 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
430 */ 420 */
431
432object * 421object *
433find_object_name (const char *str) 422find_object_name (const char *str)
434{ 423{
435 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
436 object *op; 425 object *op;
437 426
438 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
439 if (op->name == str_) 428 if (op->name == str_)
440 break; 429 break;
441 430
442 return op; 431 return op;
443} 432}
449} 438}
450 439
451/* 440/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
454 */ 444 */
455void 445void
456object::set_owner (object *owner) 446object::set_owner (object *owner)
457{ 447{
448 // allow objects which own objects
458 if (!owner) 449 if (owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner) 450 while (owner->owner)
469 owner = owner->owner; 451 owner = owner->owner;
470 452
471 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
472} 520}
473 521
474/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 523 * refcounts and freeing the links.
476 */ 524 */
477static void 525static void
478free_key_values (object *op) 526free_key_values (object *op)
479{ 527{
480 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
481 { 529 {
482 key_value *next = i->next; 530 key_value *next = i->next;
483 delete i; 531 delete i;
484 532
485 i = next; 533 i = next;
486 } 534 }
487 535
488 op->key_values = 0; 536 op->key_values = 0;
489} 537}
490 538
491void object::clear () 539object &
540object::operator =(const object &src)
492{ 541{
493 attachable_base::clear (); 542 bool is_freed = flag [FLAG_FREED];
543 bool is_removed = flag [FLAG_REMOVED];
494 544
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/*
534 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any
537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
538 * if the first object is freed, the pointers in the new object
539 * will point at garbage.
540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546
547 *(object_copy *)dst = *this; 545 *(object_copy *)this = src;
548 *(object_pod *)dst = *this;
549 546
550 if (self || cb) 547 flag [FLAG_FREED] = is_freed;
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 548 flag [FLAG_REMOVED] = is_removed;
552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
559 if (speed < 0)
560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
561 549
562 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
563 if (key_values) 551 if (src.key_values)
564 { 552 {
565 key_value *tail = 0; 553 key_value *tail = 0;
566 key_value *i;
567
568 dst->key_values = 0; 554 key_values = 0;
569 555
570 for (i = key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
571 { 557 {
572 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
573 559
574 new_link->next = 0; 560 new_link->next = 0;
575 new_link->key = i->key; 561 new_link->key = i->key;
576 new_link->value = i->value; 562 new_link->value = i->value;
577 563
578 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
579 if (!dst->key_values) 565 if (!key_values)
580 { 566 {
581 dst->key_values = new_link; 567 key_values = new_link;
582 tail = new_link; 568 tail = new_link;
583 } 569 }
584 else 570 else
585 { 571 {
586 tail->next = new_link; 572 tail->next = new_link;
587 tail = new_link; 573 tail = new_link;
588 } 574 }
589 } 575 }
590 } 576 }
577}
591 578
592 update_ob_speed (dst); 579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
594
595 dst->set_speed (dst->speed);
596}
597
598void
599object::instantiate ()
600{
601 if (!uuid.seq) // HACK
602 uuid = gen_uuid ();
603
604 speed_left = -0.1f;
605 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped.
610 */
611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
613
614 attachable::instantiate ();
593} 615}
594 616
595object * 617object *
596object::clone () 618object::clone ()
597{ 619{
603/* 625/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 626 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can 627 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map. 628 * be called to update the face variable, _and_ how it looks on the map.
607 */ 629 */
608
609void 630void
610update_turn_face (object *op) 631update_turn_face (object *op)
611{ 632{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 633 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 634 return;
635
614 SET_ANIMATION (op, op->direction); 636 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 637 update_object (op, UP_OBJ_FACE);
616} 638}
617 639
618/* 640/*
619 * Updates the speed of an object. If the speed changes from 0 to another 641 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 642 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 643 * This function needs to be called whenever the speed of an object changes.
622 */ 644 */
623void 645void
624update_ob_speed (object *op) 646object::set_speed (float speed)
625{ 647{
626 extern int arch_init; 648 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 649 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 650 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 651 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 652 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 653
651 /* process_events() expects us to insert the object at the beginning 654 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 655
655 if (op->active_next != NULL) 656 if (has_active_speed ())
656 op->active_next->active_prev = op; 657 activate ();
657
658 active_objects = op;
659 }
660 else 658 else
661 { 659 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 660}
685 661
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 662/*
718 * update_object() updates the array which represents the map. 663 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 664 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 665 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 666 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 667 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 668 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 669 * updating that window, though, since update_object() is called _often_)
725 * 670 *
726 * action is a hint of what the caller believes need to be done. 671 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 672 * current action are:
732 * UP_OBJ_INSERT: op was inserted 673 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 674 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 675 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 676 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 677 * UP_OBJ_FACE: only the objects face has changed.
737 */ 678 */
738
739void 679void
740update_object (object *op, int action) 680update_object (object *op, int action)
741{ 681{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow;
744
745 if (op == NULL) 682 if (op == NULL)
746 { 683 {
747 /* this should never happen */ 684 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 685 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 686 return;
750 } 687 }
751 688
752 if (op->env != NULL) 689 if (op->env)
753 { 690 {
754 /* Animation is currently handled by client, so nothing 691 /* Animation is currently handled by client, so nothing
755 * to do in this case. 692 * to do in this case.
756 */ 693 */
757 return; 694 return;
762 */ 699 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 700 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 701 return;
765 702
766 /* make sure the object is within map boundaries */ 703 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 704 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 705 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 706 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 707#ifdef MANY_CORES
771 abort (); 708 abort ();
772#endif 709#endif
773 return; 710 return;
774 } 711 }
775 712
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 713 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 714
715 if (!(m.flags_ & P_UPTODATE))
716 /* nop */;
783 if (action == UP_OBJ_INSERT) 717 else if (action == UP_OBJ_INSERT)
784 { 718 {
719 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 720 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 721 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 722 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 723 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
724 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 725 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 726 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 727 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 728 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 729 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 730 * to have move_allow right now.
808 */ 731 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 732 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 733 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 734 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 735 }
815
816 /* if the object is being removed, we can't make intelligent 736 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 737 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 738 * that is being removed.
819 */ 739 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 740 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 741 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 742 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 743 /* Nothing to do for that case */ ;
824 else 744 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 745 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 746
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 747 if (op->more)
834 update_object (op->more, action); 748 update_object (op->more, action);
835}
836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851} 749}
852 750
853object::object () 751object::object ()
854{ 752{
855 SET_FLAG (this, FLAG_REMOVED); 753 SET_FLAG (this, FLAG_REMOVED);
858 face = blank_face; 756 face = blank_face;
859} 757}
860 758
861object::~object () 759object::~object ()
862{ 760{
761 unlink ();
762
863 free_key_values (this); 763 free_key_values (this);
864} 764}
865 765
766static int object_count;
767
866void object::link () 768void object::link ()
867{ 769{
868 count = ++ob_count; 770 assert (!index);//D
869 uuid = gen_uuid (); 771 uuid = gen_uuid ();
772 count = ++object_count;
870 773
871 prev = 0; 774 refcnt_inc ();
872 next = object::first; 775 objects.insert (this);
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878} 776}
879 777
880void object::unlink () 778void object::unlink ()
881{ 779{
882 if (this == object::first) 780 if (!index)
883 object::first = next; 781 return;
884 782
885 /* Remove this object from the list of used objects */ 783 objects.erase (this);
886 if (prev) prev->next = next; 784 refcnt_dec ();
887 if (next) next->prev = prev; 785}
888 786
889 prev = 0; 787void
890 next = 0; 788object::activate ()
789{
790 /* If already on active list, don't do anything */
791 if (active)
792 return;
793
794 if (has_active_speed ())
795 actives.insert (this);
796}
797
798void
799object::activate_recursive ()
800{
801 activate ();
802
803 for (object *op = inv; op; op = op->below)
804 op->activate_recursive ();
805}
806
807/* This function removes object 'op' from the list of active
808 * objects.
809 * This should only be used for style maps or other such
810 * reference maps where you don't want an object that isn't
811 * in play chewing up cpu time getting processed.
812 * The reverse of this is to call update_ob_speed, which
813 * will do the right thing based on the speed of the object.
814 */
815void
816object::deactivate ()
817{
818 /* If not on the active list, nothing needs to be done */
819 if (!active)
820 return;
821
822 actives.erase (this);
823}
824
825void
826object::deactivate_recursive ()
827{
828 for (object *op = inv; op; op = op->below)
829 op->deactivate_recursive ();
830
831 deactivate ();
832}
833
834void
835object::set_flag_inv (int flag, int value)
836{
837 for (object *op = inv; op; op = op->below)
838 {
839 op->flag [flag] = value;
840 op->set_flag_inv (flag, value);
841 }
842}
843
844/*
845 * Remove and free all objects in the inventory of the given object.
846 * object.c ?
847 */
848void
849object::destroy_inv (bool drop_to_ground)
850{
851 // need to check first, because the checks below might segfault
852 // as we might be on an invalid mapspace and crossfire code
853 // is too buggy to ensure that the inventory is empty.
854 // corollary: if you create arrows etc. with stuff in tis inventory,
855 // cf will crash below with off-map x and y
856 if (!inv)
857 return;
858
859 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects
861 * drop on that space.
862 */
863 if (!drop_to_ground
864 || !map
865 || map->in_memory != MAP_IN_MEMORY
866 || map->nodrop
867 || ms ().move_block == MOVE_ALL)
868 {
869 while (inv)
870 {
871 inv->destroy_inv (drop_to_ground);
872 inv->destroy ();
873 }
874 }
875 else
876 { /* Put objects in inventory onto this space */
877 while (inv)
878 {
879 object *op = inv;
880
881 if (op->flag [FLAG_STARTEQUIP]
882 || op->flag [FLAG_NO_DROP]
883 || op->type == RUNE
884 || op->type == TRAP
885 || op->flag [FLAG_IS_A_TEMPLATE]
886 || op->flag [FLAG_DESTROY_ON_DEATH])
887 op->destroy ();
888 else
889 map->insert (op, x, y);
890 }
891 }
891} 892}
892 893
893object *object::create () 894object *object::create ()
894{ 895{
895 object *op = new object; 896 object *op = new object;
896 op->link (); 897 op->link ();
897 return op; 898 return op;
898} 899}
899 900
900/* 901void
901 * free_object() frees everything allocated by an object, removes 902object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 903{
912 if (QUERY_FLAG (this, FLAG_FREED)) 904 attachable::do_destroy ();
913 return;
914 905
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 906 if (flag [FLAG_IS_LINKED])
907 remove_button_link (this);
908
909 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 910 remove_friendly_object (this);
917 911
918 if (!QUERY_FLAG (this, FLAG_REMOVED)) 912 if (!flag [FLAG_REMOVED])
919 remove (); 913 remove ();
920 914
921 SET_FLAG (this, FLAG_FREED); 915 destroy_inv (true);
922 916
923 if (more) 917 deactivate ();
924 { 918 unlink ();
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928 919
929 if (inv) 920 flag [FLAG_FREED] = 1;
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 921
971 // hack to ensure that freed objects still have a valid map 922 // hack to ensure that freed objects still have a valid map
972 { 923 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 924 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 925
975 if (!freed_map) 926 if (!freed_map)
976 { 927 {
977 freed_map = new maptile; 928 freed_map = new maptile;
978 929
930 freed_map->path = "<freed objects map>";
979 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3; 932 freed_map->width = 3;
981 freed_map->height = 3; 933 freed_map->height = 3;
982 934
983 freed_map->allocate (); 935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
984 } 937 }
985 938
986 map = freed_map; 939 map = freed_map;
987 x = 1; 940 x = 1;
988 y = 1; 941 y = 1;
989 } 942 }
990 943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
950 head = 0;
951
991 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
992 owner = 0; 953 owner = 0;
993 enemy = 0; 954 enemy = 0;
994 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
957}
995 958
996 // only relevant for players(?), but make sure of it anyways 959void
997 contr = 0; 960object::destroy (bool destroy_inventory)
961{
962 if (destroyed ())
963 return;
998 964
999 /* Remove object from the active list */ 965 if (destroy_inventory)
1000 speed = 0; 966 destroy_inv (false);
1001 update_ob_speed (this);
1002 967
1003 unlink (); 968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1004 973
1005 mortals.push_back (this); 974 attachable::destroy ();
1006} 975}
1007 976
1008/* 977/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 978 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 979 * weight of an object (and what is carried by it's environment(s)).
1026 * This function removes the object op from the linked list of objects 995 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 996 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 999 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 1000 */
1033void 1001void
1034object::remove () 1002object::do_remove ()
1035{ 1003{
1036 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
1037 object *otmp; 1005 object *otmp;
1038 1006
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 1008 return;
1043 1009
1044 SET_FLAG (this, FLAG_REMOVED); 1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this);
1045 1012
1046 if (more) 1013 if (more)
1047 more->remove (); 1014 more->remove ();
1048 1015
1049 /* 1016 /*
1059 1026
1060 /* NO_FIX_PLAYER is set when a great many changes are being 1027 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 1028 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 1029 * to save cpu time.
1063 */ 1030 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 1032 otmp->update_stats ();
1066 1033
1067 if (above != NULL) 1034 if (above)
1068 above->below = below; 1035 above->below = below;
1069 else 1036 else
1070 env->inv = below; 1037 env->inv = below;
1071 1038
1072 if (below != NULL) 1039 if (below)
1073 below->above = above; 1040 below->above = above;
1074 1041
1075 /* we set up values so that it could be inserted into 1042 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up 1043 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do. 1044 * to the caller to decide what we want to do.
1081 above = 0, below = 0; 1048 above = 0, below = 0;
1082 env = 0; 1049 env = 0;
1083 } 1050 }
1084 else if (map) 1051 else if (map)
1085 { 1052 {
1086 /* Re did the following section of code - it looks like it had 1053 if (type == PLAYER)
1087 * lots of logic for things we no longer care about
1088 */ 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
1089 1067
1090 /* link the object above us */ 1068 /* link the object above us */
1091 if (above) 1069 if (above)
1092 above->below = below; 1070 above->below = below;
1093 else 1071 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
1095 1073
1096 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
1097 if (below) 1075 if (below)
1098 below->above = above; 1076 below->above = above;
1099 else 1077 else
1101 /* Nothing below, which means we need to relink map object for this space 1079 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is 1080 * use translated coordinates in case some oddness with map tiling is
1103 * evident 1081 * evident
1104 */ 1082 */
1105 if (GET_MAP_OB (map, x, y) != this) 1083 if (GET_MAP_OB (map, x, y) != this)
1106 {
1107 char *dump = dump_object (this);
1108 LOG (llevError,
1109 "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); 1084 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 ());
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115 1085
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
1117 } 1087 }
1118 1088
1119 above = 0; 1089 above = 0;
1120 below = 0; 1090 below = 0;
1121 1091
1122 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1123 return; 1093 return;
1124 1094
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1128 { 1110 {
1129 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1130 * being removed. 1112 * being removed.
1131 */ 1113 */
1132 1114
1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1135 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view
1137 * appropriately.
1138 */
1139 if (tmp->container == this)
1140 {
1141 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket.update_look = 1;
1146 }
1147
1148 /* See if player moving off should effect something */ 1115 /* See if object moving off should effect something */
1149 if (check_walk_off 1116 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1119 {
1153 move_apply (tmp, this, 0); 1120 move_apply (tmp, this, 0);
1154 1121
1155 if (destroyed ()) 1122 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1124 }
1158 1125
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if (tmp->above == tmp)
1162 tmp->above = 0;
1163
1164 last = tmp; 1126 last = tmp;
1165 } 1127 }
1166 1128
1167 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1131 if (!last)
1169 { 1132 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1133 else
1179 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1180 1135
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1183 } 1138 }
1184} 1139}
1185 1140
1186/* 1141/*
1195merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1196{ 1151{
1197 if (!op->nrof) 1152 if (!op->nrof)
1198 return 0; 1153 return 0;
1199 1154
1200 if (top == NULL) 1155 if (!top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1202 1158
1203 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1204 { 1160 {
1205 if (top == op) 1161 if (top == op)
1206 continue; 1162 continue;
1207 1163
1208 if (object::can_merge (op, top)) 1164 if (object::can_merge (op, top))
1217 } 1173 }
1218 1174
1219 return 0; 1175 return 0;
1220} 1176}
1221 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1222/* 1201/*
1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1224 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1225 */ 1204 */
1226object * 1205object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1207{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1209 {
1236 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1237 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1238 } 1212 }
1239 1213
1240 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1241} 1215}
1242 1216
1258 * Return value: 1232 * Return value:
1259 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1235 * just 'op' otherwise
1262 */ 1236 */
1263
1264object * 1237object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1267 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1268 sint16 x, y;
1269 1243
1270 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1271 {
1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294#endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1245
1339 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work 1248 * need extra work
1342 */ 1249 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1344 x = op->x; 1251 {
1345 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1346 1264
1347 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1348 */ 1266 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1352 { 1270 {
1353 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1272 tmp->destroy ();
1355 } 1273 }
1372 op->below = originator->below; 1290 op->below = originator->below;
1373 1291
1374 if (op->below) 1292 if (op->below)
1375 op->below->above = op; 1293 op->below->above = op;
1376 else 1294 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1378 1296
1379 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1380 originator->below = op; 1298 originator->below = op;
1381 } 1299 }
1382 else 1300 else
1383 { 1301 {
1302 top = ms.bot;
1303
1384 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if (top)
1386 { 1306 {
1387 object *last = NULL; 1307 object *last = 0;
1388 1308
1389 /* 1309 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1400 */ 1320 */
1401 1321 for (top = ms.bot; top; top = top->above)
1402 while (top != NULL)
1403 { 1322 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1324 floor = top;
1406 1325
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1410 top = top->below; 1329 top = top->below;
1411 break; 1330 break;
1412 } 1331 }
1413 1332
1414 last = top; 1333 last = top;
1415 top = top->above;
1416 } 1334 }
1417 1335
1418 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last; 1337 top = last;
1420 1338
1422 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1424 */ 1342 */
1425 1343
1426 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1428 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1348 * stacking is a bit odd.
1431 */ 1349 */
1432 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1434 { 1353 {
1435 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1356 break;
1357
1438 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1441 * set top to the object below us. 1361 * set top to the object below us.
1442 */ 1362 */
1443 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1444 top = last->below; 1364 top = last->below;
1445 } 1365 }
1446 } /* If objects on this space */ 1366 } /* If objects on this space */
1447 1367
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor; 1369 top = floor;
1453 1370
1454 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1455 */ 1372 */
1456 1373
1457 /* First object on this space */ 1374 /* First object on this space */
1458 if (!top) 1375 if (!top)
1459 { 1376 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1461 1378
1462 if (op->above) 1379 if (op->above)
1463 op->above->below = op; 1380 op->above->below = op;
1464 1381
1465 op->below = NULL; 1382 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1383 ms.bot = op;
1467 } 1384 }
1468 else 1385 else
1469 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1470 op->above = top->above; 1387 op->above = top->above;
1471 1388
1474 1391
1475 op->below = top; 1392 op->below = top;
1476 top->above = op; 1393 top->above = op;
1477 } 1394 }
1478 1395
1479 if (op->above == NULL) 1396 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1397 ms.top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1482 1399
1483 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1401 {
1484 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1403 ++op->map->players;
1404 op->map->touch ();
1405 }
1485 1406
1486 /* If we have a floor, we know the player, if any, will be above 1407 op->map->dirty = true;
1487 * it, so save a few ticks and start from there. 1408
1488 */ 1409 if (object *pl = ms.player ())
1489 if (!(flag & INS_MAP_LOAD)) 1410 pl->contr->ns->floorbox_update ();
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket.update_look = 1;
1493 1411
1494 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1416 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1417 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1418 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1419 * of effect may be sufficient.
1502 */ 1420 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1421 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1422 update_all_los (op->map, op->x, op->y);
1505 1423
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1424 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1425 update_object (op, UP_OBJ_INSERT);
1508 1426
1427 INVOKE_OBJECT (INSERT, op);
1428
1509 /* Don't know if moving this to the end will break anything. However, 1429 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1430 * we want to have floorbox_update called before calling this.
1511 * 1431 *
1512 * check_move_on() must be after this because code called from 1432 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1433 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1435 * update_object().
1516 */ 1436 */
1517 1437
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1520 { 1440 {
1521 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1522 return NULL; 1442 return 0;
1523 1443
1524 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1445 * walk on's.
1526 */ 1446 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1529 return NULL; 1449 return 0;
1530 } 1450 }
1531 1451
1532 return op; 1452 return op;
1533} 1453}
1534 1454
1535/* this function inserts an object in the map, but if it 1455/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1456 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1457 * op is the object to insert it under: supplies x and the map.
1538 */ 1458 */
1539void 1459void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1460replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1461{
1542 object * 1462 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1463
1547 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1548 1465
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1551 tmp->destroy (); 1468 tmp->destroy ();
1552 1469
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1554 1471
1555 tmp1->x = op->x; 1472 tmp1->x = op->x;
1556 tmp1->y = op->y; 1473 tmp1->y = op->y;
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1474 insert_ob_in_map (tmp1, op->map, op, 0);
1475}
1476
1477object *
1478object::insert_at (object *where, object *originator, int flags)
1479{
1480 return where->map->insert (this, where->x, where->y, originator, flags);
1558} 1481}
1559 1482
1560/* 1483/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0). 1486 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the 1487 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array. 1488 * global static errmsg array.
1566 */ 1489 */
1567
1568object * 1490object *
1569get_split_ob (object *orig_ob, uint32 nr) 1491get_split_ob (object *orig_ob, uint32 nr)
1570{ 1492{
1571 object *newob; 1493 object *newob;
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1603 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1604 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1605 * 1527 *
1606 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1607 */ 1529 */
1608
1609object * 1530object *
1610decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1611{ 1532{
1612 object *tmp; 1533 object *tmp;
1613 player *pl;
1614 1534
1615 if (i == 0) /* objects with op->nrof require this check */ 1535 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1536 return op;
1617 1537
1618 if (i > op->nrof) 1538 if (i > op->nrof)
1619 i = op->nrof; 1539 i = op->nrof;
1620 1540
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1542 op->nrof -= i;
1623 else if (op->env != NULL) 1543 else if (op->env)
1624 { 1544 {
1625 /* is this object in the players inventory, or sub container 1545 /* is this object in the players inventory, or sub container
1626 * therein? 1546 * therein?
1627 */ 1547 */
1628 tmp = is_player_inv (op->env); 1548 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1549 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1550 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1551 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1552 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1553 * and then searching the map for a player.
1634 */ 1554 */
1635 if (!tmp) 1555 if (!tmp)
1636 { 1556 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1639 break; 1560 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1561 }
1645 1562
1646 if (i < op->nrof) 1563 if (i < op->nrof)
1647 { 1564 {
1648 sub_weight (op->env, op->weight * i); 1565 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1566 op->nrof -= i;
1650 if (tmp) 1567 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1653 }
1654 } 1569 }
1655 else 1570 else
1656 { 1571 {
1657 op->remove (); 1572 op->remove ();
1658 op->nrof = 0; 1573 op->nrof = 0;
1659 if (tmp) 1574 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1575 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1576 }
1664 } 1577 }
1665 else 1578 else
1666 { 1579 {
1667 object *above = op->above; 1580 object *above = op->above;
1673 op->remove (); 1586 op->remove ();
1674 op->nrof = 0; 1587 op->nrof = 0;
1675 } 1588 }
1676 1589
1677 /* Since we just removed op, op->above is null */ 1590 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1591 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1592 if (tmp->type == PLAYER)
1680 { 1593 {
1681 if (op->nrof) 1594 if (op->nrof)
1682 esrv_send_item (tmp, op); 1595 esrv_send_item (tmp, op);
1683 else 1596 else
1688 if (op->nrof) 1601 if (op->nrof)
1689 return op; 1602 return op;
1690 else 1603 else
1691 { 1604 {
1692 op->destroy (); 1605 op->destroy ();
1693 return NULL; 1606 return 0;
1694 } 1607 }
1695} 1608}
1696 1609
1697/* 1610/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1699 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1700 */ 1613 */
1701
1702void 1614void
1703add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1704{ 1616{
1705 while (op != NULL) 1617 while (op != NULL)
1706 { 1618 {
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump); 1634 free (dump);
1723 return op; 1635 return op;
1724 } 1636 }
1725 1637
1726 if (where->head) 1638 if (where->head_ () != where)
1727 { 1639 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head; 1641 where = where->head;
1730 } 1642 }
1731 1643
1732 return where->insert (op); 1644 return where->insert (op);
1733} 1645}
1738 * inside the object environment. 1650 * inside the object environment.
1739 * 1651 *
1740 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1741 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1742 */ 1654 */
1743
1744object * 1655object *
1745object::insert (object *op) 1656object::insert (object *op)
1746{ 1657{
1747 object *tmp, *otmp;
1748
1749 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1750 op->remove (); 1659 op->remove ();
1751 1660
1752 if (op->more) 1661 if (op->more)
1753 { 1662 {
1755 return op; 1664 return op;
1756 } 1665 }
1757 1666
1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1759 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1760 if (op->nrof) 1670 if (op->nrof)
1761 { 1671 {
1762 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1763 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1764 { 1674 {
1765 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1766 (client needs the original object) */ 1676 (client needs the original object) */
1767 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1786 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1787 } 1697 }
1788 else 1698 else
1789 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1790 1700
1791 otmp = is_player_inv (this); 1701 if (object *otmp = this->in_player ())
1792 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1703 otmp->update_stats ();
1795 1704
1705 op->owner = 0; // its his/hers now. period.
1796 op->map = NULL; 1706 op->map = 0;
1797 op->env = this; 1707 op->env = this;
1798 op->above = NULL; 1708 op->above = 0;
1799 op->below = NULL; 1709 op->below = 0;
1800 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1801 1711
1802 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1804 { 1714 {
1805#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1718 if (map->darkness)
1809 update_all_los (map, x, y); 1719 update_all_los (map, x, y);
1810 } 1720 }
1811 1721
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1722 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function... 1723 * It sure simplifies this function...
1818 { 1728 {
1819 op->below = inv; 1729 op->below = inv;
1820 op->below->above = op; 1730 op->below->above = op;
1821 inv = op; 1731 inv = op;
1822 } 1732 }
1733
1734 INVOKE_OBJECT (INSERT, this);
1823 1735
1824 return op; 1736 return op;
1825} 1737}
1826 1738
1827/* 1739/*
1842 * 1754 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1755 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1756 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1757 * on top.
1846 */ 1758 */
1847
1848int 1759int
1849check_move_on (object *op, object *originator) 1760check_move_on (object *op, object *originator)
1850{ 1761{
1851 object *tmp; 1762 object *tmp;
1852 maptile *m = op->map; 1763 maptile *m = op->map;
1879 1790
1880 /* The objects have to be checked from top to bottom. 1791 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1792 * Hence, we first go to the top:
1882 */ 1793 */
1883 1794
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1796 {
1886 /* Trim the search when we find the first other spell effect 1797 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1798 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1799 * we don't need to check all of them.
1889 */ 1800 */
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 { 1820 {
1910 1821
1911 float 1822 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1913 1824
1914 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0; 1828 diff /= 4.0;
1944/* 1855/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1856 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1857 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1858 * The first matching object is returned, or NULL if none.
1948 */ 1859 */
1949
1950object * 1860object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1861present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1862{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1863 if (!m || out_of_map (m, x, y))
1957 { 1864 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1865 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1866 return NULL;
1960 } 1867 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1868
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1962 if (tmp->arch == at) 1870 if (tmp->arch == at)
1963 return tmp; 1871 return tmp;
1872
1964 return NULL; 1873 return NULL;
1965} 1874}
1966 1875
1967/* 1876/*
1968 * present(type, map, x, y) searches for any objects with 1877 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1878 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1971 */ 1880 */
1972
1973object * 1881object *
1974present (unsigned char type, maptile *m, int x, int y) 1882present (unsigned char type, maptile *m, int x, int y)
1975{ 1883{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1884 if (out_of_map (m, x, y))
1980 { 1885 {
1981 LOG (llevError, "Present called outside map.\n"); 1886 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1887 return NULL;
1983 } 1888 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1891 if (tmp->type == type)
1986 return tmp; 1892 return tmp;
1893
1987 return NULL; 1894 return NULL;
1988} 1895}
1989 1896
1990/* 1897/*
1991 * present_in_ob(type, object) searches for any objects with 1898 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1899 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
1994 */ 1901 */
1995
1996object * 1902object *
1997present_in_ob (unsigned char type, const object *op) 1903present_in_ob (unsigned char type, const object *op)
1998{ 1904{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1906 if (tmp->type == type)
2004 return tmp; 1907 return tmp;
1908
2005 return NULL; 1909 return NULL;
2006} 1910}
2007 1911
2008/* 1912/*
2009 * present_in_ob (type, str, object) searches for any objects with 1913 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1921 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1922 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1923 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1924 * to be unique.
2021 */ 1925 */
2022
2023object * 1926object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1927present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1928{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1931 return tmp;
2033 } 1932
2034 return NULL; 1933 return 0;
2035} 1934}
2036 1935
2037/* 1936/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2041 */ 1940 */
2042
2043object * 1941object *
2044present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2045{ 1943{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1945 if (tmp->arch == at)
2051 return tmp; 1946 return tmp;
1947
2052 return NULL; 1948 return NULL;
2053} 1949}
2054 1950
2055/* 1951/*
2056 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2057 */ 1953 */
2058void 1954void
2059flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2060{ 1956{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1957 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1959 {
2067 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2069 } 1962 }
2070} /* 1963}
1964
1965/*
2071 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2072 */ 1967 */
2073void 1968void
2074unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2075{ 1970{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 1971 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 1973 {
2082 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2084 } 1976 }
2085}
2086
2087/*
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function.
2092 */
2093
2094void
2095set_cheat (object *op)
2096{
2097 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ);
2099} 1977}
2100 1978
2101/* 1979/*
2102 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2103 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2105 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2106 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2107 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2108 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2109 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2110 * Note - this only checks to see if there is space for the head of the
2111 * object - if it is a multispace object, this should be called for all
2112 * pieces.
2113 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2114 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2115 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2116 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 1994 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 1995 * customized, changed states, etc.
2121 */ 1996 */
2122
2123int 1997int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 1999{
2126 int
2127 i,
2128 index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 2000 int altern[SIZEOFFREE];
2001 int index = 0, flag;
2131 2002
2132 for (i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2133 { 2004 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2135 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2136 altern[index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2137 2024
2138 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2145 */ 2032 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2147 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2148 } 2049 }
2050
2149 if (!index) 2051 if (!index)
2150 return -1; 2052 return -1;
2053
2151 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2152} 2055}
2153 2056
2154/* 2057/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2062 */
2160
2161int 2063int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2065{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2068 return i;
2171 } 2069
2172 return -1; 2070 return -1;
2173} 2071}
2174 2072
2175/* 2073/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2077 */
2179static void 2078static void
2180permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2181{ 2080{
2182 int 2081 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2082 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2083
2193 tmp = arr[i]; 2084 while (--end)
2194 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2086}
2198 2087
2199/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2094 */
2206void 2095void
2207get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2208{ 2097{
2209 int 2098 int i;
2210 i;
2211 2099
2212 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2101 search_arr[i] = i;
2215 }
2216 2102
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2106}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2118 * there is capable of.
2233 */ 2119 */
2234
2235int 2120int
2236find_dir (maptile *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2122{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2241 2124
2242 sint16 nx, ny; 2125 sint16 nx, ny;
2243 object * 2126 object *tmp;
2244 tmp;
2245 maptile * 2127 maptile *mp;
2246 mp;
2247 2128
2248 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2249 2130
2250 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2251 { 2132 {
2252 exclude = exclude->head; 2133 exclude = exclude->head;
2253 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2254 } 2135 }
2255 else 2136 else
2263 mp = m; 2144 mp = m;
2264 nx = x + freearr_x[i]; 2145 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2146 ny = y + freearr_y[i];
2266 2147
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2268 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2151 max = maxfree[i];
2271 }
2272 else 2152 else
2273 { 2153 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2275 2157
2276 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2159 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2281 { 2161 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2285 {
2286 break; 2165 break;
2287 } 2166
2288 }
2289 if (tmp) 2167 if (tmp)
2290 {
2291 return freedir[i]; 2168 return freedir[i];
2292 }
2293 } 2169 }
2294 } 2170 }
2295 } 2171 }
2172
2296 return 0; 2173 return 0;
2297} 2174}
2298 2175
2299/* 2176/*
2300 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2178 * distance between the two given objects.
2302 */ 2179 */
2303
2304int 2180int
2305distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2306{ 2182{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2184}
2313 2185
2314/* 2186/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2318 */ 2190 */
2319
2320int 2191int
2321find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2322{ 2193{
2323 int 2194 int q;
2324 q;
2325 2195
2326 if (y) 2196 if (y)
2327 q = x * 100 / y; 2197 q = x * 100 / y;
2328 else if (x) 2198 else if (x)
2329 q = -300 * x; 2199 q = -300 * x;
2354 2224
2355 return 3; 2225 return 3;
2356} 2226}
2357 2227
2358/* 2228/*
2359 * absdir(int): Returns a number between 1 and 8, which represent
2360 * the "absolute" direction of a number (it actually takes care of
2361 * "overflow" in previous calculations of a direction).
2362 */
2363
2364int
2365absdir (int d)
2366{
2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2371 return d;
2372}
2373
2374/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2377 */ 2231 */
2378
2379int 2232int
2380dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2381{ 2234{
2382 int 2235 int d;
2383 d;
2384 2236
2385 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2386 if (d > 4) 2238 if (d > 4)
2387 d = 8 - d; 2239 d = 8 - d;
2240
2388 return d; 2241 return d;
2389} 2242}
2390 2243
2391/* peterm: 2244/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2251 * functions.
2399 */ 2252 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2306 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2307 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2308 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2309 * Modified to be map tile aware -.MSW
2459 */ 2310 */
2460
2461
2462int 2311int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2312can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2313{
2465 sint16 dx, dy; 2314 sint16 dx, dy;
2466 int
2467 mflags; 2315 int mflags;
2468 2316
2469 if (dir < 0) 2317 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2318 return 0; /* exit condition: invalid direction */
2471 2319
2472 dx = x + freearr_x[dir]; 2320 dx = x + freearr_x[dir];
2485 return 0; 2333 return 0;
2486 2334
2487 /* yes, can see. */ 2335 /* yes, can see. */
2488 if (dir < 9) 2336 if (dir < 9)
2489 return 1; 2337 return 1;
2338
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2342}
2493
2494
2495 2343
2496/* 2344/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2345 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2346 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2347 * picked up, otherwise 0.
2501 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2502 * core dumps if they do. 2350 * core dumps if they do.
2503 * 2351 *
2504 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2505 */ 2353 */
2506
2507int 2354int
2508can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2509{ 2356{
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2360}
2514 2361
2515
2516/* 2362/*
2517 * create clone from object to another 2363 * create clone from object to another
2518 */ 2364 */
2519object * 2365object *
2520object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2521{ 2367{
2522 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2523 2369
2524 if (!asrc) 2370 if (!asrc)
2525 return 0; 2371 return 0;
2526 2372
2527 src = asrc;
2528 if (src->head)
2529 src = src->head; 2373 src = asrc->head_ ();
2530 2374
2531 prev = 0; 2375 prev = 0;
2532 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2533 { 2377 {
2534 tmp = part->clone (); 2378 tmp = part->clone ();
2535 tmp->x -= src->x; 2379 tmp->x -= src->x;
2536 tmp->y -= src->y; 2380 tmp->y -= src->y;
2537 2381
2539 { 2383 {
2540 dst = tmp; 2384 dst = tmp;
2541 tmp->head = 0; 2385 tmp->head = 0;
2542 } 2386 }
2543 else 2387 else
2544 {
2545 tmp->head = dst; 2388 tmp->head = dst;
2546 }
2547 2389
2548 tmp->more = 0; 2390 tmp->more = 0;
2549 2391
2550 if (prev) 2392 if (prev)
2551 prev->more = tmp; 2393 prev->more = tmp;
2555 2397
2556 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2557 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2558 2400
2559 return dst; 2401 return dst;
2560}
2561
2562/* GROS - Creates an object using a string representing its content. */
2563/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */
2568
2569object *
2570load_object_str (const char *obstr)
2571{
2572 object *op;
2573 char filename[MAX_BUF];
2574
2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2577 FILE *tempfile = fopen (filename, "w");
2578
2579 if (tempfile == NULL)
2580 {
2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2582 return NULL;
2583 }
2584
2585 fprintf (tempfile, obstr);
2586 fclose (tempfile);
2587
2588 op = object::create ();
2589
2590 object_thawer thawer (filename);
2591
2592 if (thawer)
2593 load_object (thawer, op, 0);
2594
2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2596 CLEAR_FLAG (op, FLAG_REMOVED);
2597
2598 return op;
2599} 2402}
2600 2403
2601/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2602 * has the same type and subtype match. 2405 * has the same type and subtype match.
2603 * returns NULL if no match. 2406 * returns NULL if no match.
2604 */ 2407 */
2605object * 2408object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2410{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2413 return tmp;
2613 2414
2614 return NULL; 2415 return 0;
2615} 2416}
2616 2417
2617/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2419 * otherwise return NULL.
2619 * 2420 *
2621 * do the desired thing. 2422 * do the desired thing.
2622 */ 2423 */
2623key_value * 2424key_value *
2624get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2625{ 2426{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2428 if (link->key == key)
2630 return link; 2429 return link;
2631 2430
2632 return NULL; 2431 return 0;
2633} 2432}
2634 2433
2635/* 2434/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2436 *
2662 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2663 return link->value; 2462 return link->value;
2664 2463
2665 return 0; 2464 return 0;
2666} 2465}
2667
2668 2466
2669/* 2467/*
2670 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2671 * 2469 *
2672 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2677 * Returns TRUE on success. 2475 * Returns TRUE on success.
2678 */ 2476 */
2679int 2477int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2479{
2682 key_value *
2683 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2684 2481
2685 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2483 {
2687 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2688 { 2485 {
2697 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2698 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2699 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2700 * we get this value back again. 2497 * we get this value back again.
2701 */ 2498 */
2702 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2703 field->value = 0; 2500 field->value = 0;
2704 else 2501 else
2705 { 2502 {
2706 if (last) 2503 if (last)
2707 last->next = field->next; 2504 last->next = field->next;
2716 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2717 2514
2718 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2719 2516
2720 if (!add_key) 2517 if (!add_key)
2721 {
2722 return FALSE; 2518 return FALSE;
2723 } 2519
2724 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2728 * should pass in "" 2524 * should pass in ""
2777 } 2573 }
2778 else 2574 else
2779 item = item->env; 2575 item = item->env;
2780} 2576}
2781 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2782// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2783const char * 2607const char *
2784object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2785{ 2609{
2610 char flagdesc[512];
2786 char info2[256 * 3]; 2611 char info2[256 * 4];
2787 char *p = info; 2612 char *p = info;
2788 2613
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2790 count, 2615 count, uuid.seq,
2791 &name, 2616 &name,
2792 title ? " " : "", 2617 title ? "\",title:\"" : "",
2793 title ? (const char *)title : ""); 2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2794 2620
2795 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2623
2798 if (map) 2624 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2626
2801 return info; 2627 return info;
2802} 2628}
2803 2629
2804const char * 2630const char *
2805object::debug_desc () const 2631object::debug_desc () const
2806{ 2632{
2807 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2808 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2809} 2637}
2810 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2679 }
2680
2681 if (new_container)
2682 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2684 return;
2685
2686 // TODO: this does not seem to serve any purpose anymore?
2687#if 0
2688 // insert the "Close Container" object.
2689 if (archetype *closer = new_container->other_arch)
2690 {
2691 object *closer = arch_to_object (new_container->other_arch);
2692 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693 new_container->insert (closer);
2694 }
2695#endif
2696
2697 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2698
2699 new_container->flag [FLAG_APPLIED] = 1;
2700 container = new_container;
2701
2702 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2756}
2757

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