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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.69 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.133 by root, Fri Feb 16 19:43:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
352 op = op->env; 353 op = op->env;
353 return op; 354 return op;
354} 355}
355 356
356/* 357/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 359 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
375 */ 361 */
376
377char * 362char *
378dump_object (object *op) 363dump_object (object *op)
379{ 364{
380 if (!op) 365 if (!op)
381 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
382 367
383 object_freezer freezer; 368 object_freezer freezer;
384 save_object (freezer, op, 3); 369 op->write (freezer);
385 return freezer.as_string (); 370 return freezer.as_string ();
386} 371}
387 372
388/* 373/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
406} 391}
407 392
408/* 393/*
409 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
410 */ 395 */
411
412object * 396object *
413find_object (tag_t i) 397find_object (tag_t i)
414{ 398{
415 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
416 if (op->count == i) 400 if (op->count == i)
417 return op; 401 return op;
418 402
419 return 0; 403 return 0;
420} 404}
421 405
422/* 406/*
423 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
426 */ 410 */
427
428object * 411object *
429find_object_name (const char *str) 412find_object_name (const char *str)
430{ 413{
431 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
432 object *op; 415 object *op;
433 416
434 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
435 if (op->name == str_) 418 if (op->name == str_)
436 break; 419 break;
437 420
438 return op; 421 return op;
439} 422}
482 } 465 }
483 466
484 op->key_values = 0; 467 op->key_values = 0;
485} 468}
486 469
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/* 470/*
530 * copy_to first frees everything allocated by the dst object, 471 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 472 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 473 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 474 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 480{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 483
543 *(object_copy *)dst = *this; 484 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 485
549 if (is_freed) 486 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 487 SET_FLAG (dst, FLAG_FREED);
551 488
552 if (is_removed) 489 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
554 491
555 if (speed < 0) 492 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
557 494
558 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
559 if (key_values) 496 if (key_values)
560 { 497 {
561 key_value *tail = 0; 498 key_value *tail = 0;
583 tail = new_link; 520 tail = new_link;
584 } 521 }
585 } 522 }
586 } 523 }
587 524
588 update_ob_speed (dst); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
589} 544}
590 545
591object * 546object *
592object::clone () 547object::clone ()
593{ 548{
599/* 554/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 555 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 556 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 557 * be called to update the face variable, _and_ how it looks on the map.
603 */ 558 */
604
605void 559void
606update_turn_face (object *op) 560update_turn_face (object *op)
607{ 561{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 563 return;
564
610 SET_ANIMATION (op, op->direction); 565 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 566 update_object (op, UP_OBJ_FACE);
612} 567}
613 568
614/* 569/*
615 * Updates the speed of an object. If the speed changes from 0 to another 570 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 571 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 572 * This function needs to be called whenever the speed of an object changes.
618 */ 573 */
619void 574void
620update_ob_speed (object *op) 575object::set_speed (float speed)
621{ 576{
622 extern int arch_init; 577 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 578 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 580 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 581 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 582
647 /* process_events() expects us to insert the object at the beginning 583 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 584
651 if (op->active_next != NULL) 585 if (has_active_speed ())
652 op->active_next->active_prev = op; 586 activate ();
653
654 active_objects = op;
655 }
656 else 587 else
657 { 588 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 589}
681 590
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 591/*
714 * update_object() updates the array which represents the map. 592 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 594 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 595 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 596 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 597 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 598 * updating that window, though, since update_object() is called _often_)
721 * 599 *
722 * action is a hint of what the caller believes need to be done. 600 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 601 * current action are:
728 * UP_OBJ_INSERT: op was inserted 602 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 603 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 604 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 605 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
733 */ 607 */
734
735void 608void
736update_object (object *op, int action) 609update_object (object *op, int action)
737{ 610{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 611 MoveType move_on, move_off, move_block, move_slow;
740 612
741 if (op == NULL) 613 if (op == NULL)
742 { 614 {
743 /* this should never happen */ 615 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 616 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 617 return;
746 } 618 }
747 619
748 if (op->env != NULL) 620 if (op->env)
749 { 621 {
750 /* Animation is currently handled by client, so nothing 622 /* Animation is currently handled by client, so nothing
751 * to do in this case. 623 * to do in this case.
752 */ 624 */
753 return; 625 return;
758 */ 630 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 631 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 632 return;
761 633
762 /* make sure the object is within map boundaries */ 634 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 635 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 636 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 637 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 638#ifdef MANY_CORES
767 abort (); 639 abort ();
768#endif 640#endif
769 return; 641 return;
770 } 642 }
771 643
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 644 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 645
646 if (!(m.flags_ & P_UPTODATE))
647 /* nop */;
779 if (action == UP_OBJ_INSERT) 648 else if (action == UP_OBJ_INSERT)
780 { 649 {
650 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 651 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 652 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 653 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 654 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 656 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 657 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 658 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 659 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 660 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 661 * to have move_allow right now.
804 */ 662 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 663 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 665 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 666 }
811
812 /* if the object is being removed, we can't make intelligent 667 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 668 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 669 * that is being removed.
815 */ 670 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 672 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 673 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 674 /* Nothing to do for that case */ ;
820 else 675 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 676 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 677
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 678 if (op->more)
830 update_object (op->more, action); 679 update_object (op->more, action);
831}
832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847} 680}
848 681
849object::object () 682object::object ()
850{ 683{
851 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 687 face = blank_face;
855} 688}
856 689
857object::~object () 690object::~object ()
858{ 691{
692 unlink ();
693
859 free_key_values (this); 694 free_key_values (this);
860} 695}
861 696
697static int object_count;
698
862void object::link () 699void object::link ()
863{ 700{
864 count = ++ob_count; 701 assert (!index);//D
865 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
866 704
867 prev = 0; 705 refcnt_inc ();
868 next = object::first; 706 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 707}
875 708
876void object::unlink () 709void object::unlink ()
877{ 710{
878 if (this == object::first) 711 if (!index)
879 object::first = next; 712 return;
880 713
881 /* Remove this object from the list of used objects */ 714 objects.erase (this);
882 if (prev) prev->next = next; 715 refcnt_dec ();
883 if (next) next->prev = prev; 716}
884 717
885 prev = 0; 718void
886 next = 0; 719object::activate ()
720{
721 /* If already on active list, don't do anything */
722 if (active)
723 return;
724
725 if (has_active_speed ())
726 actives.insert (this);
727}
728
729void
730object::activate_recursive ()
731{
732 activate ();
733
734 for (object *op = inv; op; op = op->below)
735 op->activate_recursive ();
736}
737
738/* This function removes object 'op' from the list of active
739 * objects.
740 * This should only be used for style maps or other such
741 * reference maps where you don't want an object that isn't
742 * in play chewing up cpu time getting processed.
743 * The reverse of this is to call update_ob_speed, which
744 * will do the right thing based on the speed of the object.
745 */
746void
747object::deactivate ()
748{
749 /* If not on the active list, nothing needs to be done */
750 if (!active)
751 return;
752
753 actives.erase (this);
754}
755
756void
757object::deactivate_recursive ()
758{
759 for (object *op = inv; op; op = op->below)
760 op->deactivate_recursive ();
761
762 deactivate ();
763}
764
765void
766object::set_flag_inv (int flag, int value)
767{
768 for (object *op = inv; op; op = op->below)
769 {
770 op->flag [flag] = value;
771 op->set_flag_inv (flag, value);
772 }
773}
774
775/*
776 * Remove and free all objects in the inventory of the given object.
777 * object.c ?
778 */
779void
780object::destroy_inv (bool drop_to_ground)
781{
782 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory,
786 // cf will crash below with off-map x and y
787 if (!inv)
788 return;
789
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
798 || ms ().move_block == MOVE_ALL)
799 {
800 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy ();
804 }
805 }
806 else
807 { /* Put objects in inventory onto this space */
808 while (inv)
809 {
810 object *op = inv;
811
812 if (op->flag [FLAG_STARTEQUIP]
813 || op->flag [FLAG_NO_DROP]
814 || op->type == RUNE
815 || op->type == TRAP
816 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH])
818 op->destroy ();
819 else
820 map->insert (op, x, y);
821 }
822 }
887} 823}
888 824
889object *object::create () 825object *object::create ()
890{ 826{
891 object *op = new object; 827 object *op = new object;
892 op->link (); 828 op->link ();
893 return op; 829 return op;
894} 830}
895 831
896/* 832void
897 * free_object() frees everything allocated by an object, removes 833object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 834{
908 if (QUERY_FLAG (this, FLAG_FREED)) 835 attachable::do_destroy ();
909 return;
910 836
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 837 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this);
839
840 if (flag [FLAG_FRIENDLY])
841 {
912 remove_friendly_object (this); 842 remove_friendly_object (this);
913 843
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 844 if (type == GOLEM
845 && owner
846 && owner->type == PLAYER
847 && owner->contr->ranges[range_golem] == this)
848 owner->contr->ranges[range_golem] = 0;
849 }
850
851 if (!flag [FLAG_REMOVED])
915 remove (); 852 remove ();
916 853
917 SET_FLAG (this, FLAG_FREED); 854 destroy_inv (true);
918 855
919 if (more) 856 deactivate ();
920 { 857 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 858
925 if (inv) 859 flag [FLAG_FREED] = 1;
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 860
967 // hack to ensure that freed objects still have a valid map 861 // hack to ensure that freed objects still have a valid map
968 { 862 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 863 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 864
974 868
975 freed_map->name = "/internal/freed_objects_map"; 869 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 870 freed_map->width = 3;
977 freed_map->height = 3; 871 freed_map->height = 3;
978 872
979 freed_map->allocate (); 873 freed_map->alloc ();
874 freed_map->in_memory = MAP_IN_MEMORY;
980 } 875 }
981 876
982 map = freed_map; 877 map = freed_map;
983 x = 1; 878 x = 1;
984 y = 1; 879 y = 1;
985 } 880 }
986 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
987 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
988 owner = 0; 891 owner = 0;
989 enemy = 0; 892 enemy = 0;
990 attacked_by = 0; 893 attacked_by = 0;
894}
991 895
992 // only relevant for players(?), but make sure of it anyways 896void
993 contr = 0; 897object::destroy (bool destroy_inventory)
898{
899 if (destroyed ())
900 return;
994 901
995 /* Remove object from the active list */ 902 if (destroy_inventory)
996 speed = 0; 903 destroy_inv (false);
997 update_ob_speed (this);
998 904
999 unlink (); 905 attachable::destroy ();
1000
1001 mortals.push_back (this);
1002} 906}
1003 907
1004/* 908/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
1022 * This function removes the object op from the linked list of objects 926 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 927 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 930 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 931 */
1029void 932void
1030object::remove () 933object::do_remove ()
1031{ 934{
1032 object *tmp, *last = 0; 935 object *tmp, *last = 0;
1033 object *otmp; 936 object *otmp;
1034 937
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 938 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 939 return;
1039 940
1040 SET_FLAG (this, FLAG_REMOVED); 941 SET_FLAG (this, FLAG_REMOVED);
942 INVOKE_OBJECT (REMOVE, this);
1041 943
1042 if (more) 944 if (more)
1043 more->remove (); 945 more->remove ();
1044 946
1045 /* 947 /*
1055 957
1056 /* NO_FIX_PLAYER is set when a great many changes are being 958 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 959 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 960 * to save cpu time.
1059 */ 961 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 962 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 963 otmp->update_stats ();
1062 964
1063 if (above != NULL) 965 if (above)
1064 above->below = below; 966 above->below = below;
1065 else 967 else
1066 env->inv = below; 968 env->inv = below;
1067 969
1068 if (below != NULL) 970 if (below)
1069 below->above = above; 971 below->above = above;
1070 972
1071 /* we set up values so that it could be inserted into 973 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 974 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 975 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 979 above = 0, below = 0;
1078 env = 0; 980 env = 0;
1079 } 981 }
1080 else if (map) 982 else if (map)
1081 { 983 {
1082 /* Re did the following section of code - it looks like it had 984 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 985 {
986 // leaving a spot always closes any open container on the ground
987 if (container && !container->env)
988 // this causes spurious floorbox updates, but it ensures
989 // that the CLOSE event is being sent.
990 close_container ();
991
992 --map->players;
993 map->touch ();
994 }
995
996 map->dirty = true;
997 mapspace &ms = this->ms ();
1085 998
1086 /* link the object above us */ 999 /* link the object above us */
1087 if (above) 1000 if (above)
1088 above->below = below; 1001 above->below = below;
1089 else 1002 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1003 ms.top = below; /* we were top, set new top */
1091 1004
1092 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1093 if (below) 1006 if (below)
1094 below->above = above; 1007 below->above = above;
1095 else 1008 else
1097 /* Nothing below, which means we need to relink map object for this space 1010 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is 1011 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1012 * evident
1100 */ 1013 */
1101 if (GET_MAP_OB (map, x, y) != this) 1014 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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); 1015 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 ());
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111 1016
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1017 ms.bot = above; /* goes on above it. */
1113 } 1018 }
1114 1019
1115 above = 0; 1020 above = 0;
1116 below = 0; 1021 below = 0;
1117 1022
1118 if (map->in_memory == MAP_SAVING) 1023 if (map->in_memory == MAP_SAVING)
1119 return; 1024 return;
1120 1025
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1026 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1027
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1028 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1029 {
1125 /* No point updating the players look faces if he is the object 1030 /* No point updating the players look faces if he is the object
1126 * being removed. 1031 * being removed.
1127 */ 1032 */
1128 1033
1132 * removed (most likely destroyed), update the player view 1037 * removed (most likely destroyed), update the player view
1133 * appropriately. 1038 * appropriately.
1134 */ 1039 */
1135 if (tmp->container == this) 1040 if (tmp->container == this)
1136 { 1041 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1042 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1043 tmp->container = 0;
1139 } 1044 }
1140 1045
1141 tmp->contr->socket->update_look = 1; 1046 if (tmp->contr->ns)
1047 tmp->contr->ns->floorbox_update ();
1142 } 1048 }
1143 1049
1144 /* See if player moving off should effect something */ 1050 /* See if object moving off should effect something */
1145 if (check_walk_off 1051 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1052 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1053 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1054 {
1149 move_apply (tmp, this, 0); 1055 move_apply (tmp, this, 0);
1151 if (destroyed ()) 1057 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1058 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1059 }
1154 1060
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1061 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156 1062 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1157 if (tmp->above == tmp) 1063 if (tmp->above == tmp)
1158 tmp->above = 0; 1064 tmp->above = 0;
1159 1065
1160 last = tmp; 1066 last = tmp;
1161 } 1067 }
1162 1068
1163 /* last == NULL of there are no objects on this space */ 1069 /* last == NULL if there are no objects on this space */
1070 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1071 if (!last)
1165 { 1072 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1073 else
1175 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1176 1075
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1179 } 1078 }
1180} 1079}
1181 1080
1182/* 1081/*
1191merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1192{ 1091{
1193 if (!op->nrof) 1092 if (!op->nrof)
1194 return 0; 1093 return 0;
1195 1094
1196 if (top == NULL) 1095 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1198 1098
1199 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1200 { 1100 {
1201 if (top == op) 1101 if (top == op)
1202 continue; 1102 continue;
1203 1103
1204 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1214 1114
1215 return 0; 1115 return 0;
1216} 1116}
1217 1117
1218/* 1118/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1120 * job preparing multi-part monsters.
1221 */ 1121 */
1222object * 1122object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1124{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1126 {
1232 tmp->x = x + tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1234 } 1129 }
1235 1130
1254 * Return value: 1149 * Return value:
1255 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1152 * just 'op' otherwise
1258 */ 1153 */
1259
1260object * 1154object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1156{
1263 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1264 sint16 x, y;
1265 1158
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1159 if (QUERY_FLAG (op, FLAG_FREED))
1267 { 1160 {
1268 LOG (llevError, "Trying to insert freed object!\n"); 1161 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL; 1162 return NULL;
1270 } 1163 }
1271 1164
1272 if (m == NULL) 1165 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167
1168 op->remove ();
1169
1170 if (!m)
1273 { 1171 {
1274 char *dump = dump_object (op); 1172 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1173 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump); 1174 free (dump);
1277 return op; 1175 return op;
1290#endif 1188#endif
1291 free (dump); 1189 free (dump);
1292 return op; 1190 return op;
1293 } 1191 }
1294 1192
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more; 1193 if (object *more = op->more)
1308 1194 {
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1195 if (!insert_ob_in_map (more, m, originator, flag))
1325 { 1196 {
1326 if (!op->head) 1197 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1198 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1199
1329 return NULL; 1200 return 0;
1330 } 1201 }
1331 } 1202 }
1332 1203
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1204 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1205
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1206 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1207 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1208 * need extra work
1338 */ 1209 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1210 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1211 return 0;
1341 y = op->y; 1212
1213 op->map = m;
1214 mapspace &ms = op->ms ();
1342 1215
1343 /* this has to be done after we translate the coordinates. 1216 /* this has to be done after we translate the coordinates.
1344 */ 1217 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1218 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1219 for (tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1220 if (object::can_merge (op, tmp))
1348 { 1221 {
1349 op->nrof += tmp->nrof; 1222 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1223 tmp->destroy ();
1351 } 1224 }
1368 op->below = originator->below; 1241 op->below = originator->below;
1369 1242
1370 if (op->below) 1243 if (op->below)
1371 op->below->above = op; 1244 op->below->above = op;
1372 else 1245 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1246 ms.bot = op;
1374 1247
1375 /* since *below* originator, no need to update top */ 1248 /* since *below* originator, no need to update top */
1376 originator->below = op; 1249 originator->below = op;
1377 } 1250 }
1378 else 1251 else
1379 { 1252 {
1253 top = ms.bot;
1254
1380 /* If there are other objects, then */ 1255 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1256 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1257 {
1383 object *last = NULL; 1258 object *last = 0;
1384 1259
1385 /* 1260 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1261 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1262 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1263 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1267 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1268 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1269 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1270 * that flying non pickable objects are spell objects.
1396 */ 1271 */
1397 1272 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1273 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1274 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1275 floor = top;
1402 1276
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1277 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1280 top = top->below;
1407 break; 1281 break;
1408 } 1282 }
1409 1283
1410 last = top; 1284 last = top;
1411 top = top->above;
1412 } 1285 }
1413 1286
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1287 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1288 top = last;
1416 1289
1423 * Unless those objects are exits, type 66 1296 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing 1297 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1298 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1299 * stacking is a bit odd.
1427 */ 1300 */
1428 if (!(flag & INS_ON_TOP) && 1301 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1302 && ms.flags () & P_BLOCKSVIEW
1303 && (op->face && !op->face->visibility))
1430 { 1304 {
1431 for (last = top; last != floor; last = last->below) 1305 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1307 break;
1308
1434 /* Check to see if we found the object that blocks view, 1309 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1310 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1311 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1312 * set top to the object below us.
1438 */ 1313 */
1440 top = last->below; 1315 top = last->below;
1441 } 1316 }
1442 } /* If objects on this space */ 1317 } /* If objects on this space */
1443 1318
1444 if (flag & INS_MAP_LOAD) 1319 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1320 top = ms.top;
1446 1321
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1322 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1323 top = floor;
1449 1324
1450 /* Top is the object that our object (op) is going to get inserted above. 1325 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1326 */
1452 1327
1453 /* First object on this space */ 1328 /* First object on this space */
1454 if (!top) 1329 if (!top)
1455 { 1330 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1331 op->above = ms.bot;
1457 1332
1458 if (op->above) 1333 if (op->above)
1459 op->above->below = op; 1334 op->above->below = op;
1460 1335
1461 op->below = NULL; 1336 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1337 ms.bot = op;
1463 } 1338 }
1464 else 1339 else
1465 { /* get inserted into the stack above top */ 1340 { /* get inserted into the stack above top */
1466 op->above = top->above; 1341 op->above = top->above;
1467 1342
1470 1345
1471 op->below = top; 1346 op->below = top;
1472 top->above = op; 1347 top->above = op;
1473 } 1348 }
1474 1349
1475 if (op->above == NULL) 1350 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1351 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1352 } /* else not INS_BELOW_ORIGINATOR */
1478 1353
1479 if (op->type == PLAYER) 1354 if (op->type == PLAYER)
1355 {
1480 op->contr->do_los = 1; 1356 op->contr->do_los = 1;
1357 ++op->map->players;
1358 op->map->touch ();
1359 }
1360
1361 op->map->dirty = true;
1481 1362
1482 /* If we have a floor, we know the player, if any, will be above 1363 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1364 * it, so save a few ticks and start from there.
1484 */ 1365 */
1485 if (!(flag & INS_MAP_LOAD)) 1366 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1367 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1368 if (pl->contr->ns)
1488 tmp->contr->socket->update_look = 1; 1369 pl->contr->ns->floorbox_update ();
1489 1370
1490 /* If this object glows, it may affect lighting conditions that are 1371 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1372 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1373 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1374 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1375 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1376 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1377 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1378 * of effect may be sufficient.
1498 */ 1379 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1380 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1381 update_all_los (op->map, op->x, op->y);
1501 1382
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1383 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1384 update_object (op, UP_OBJ_INSERT);
1504 1385
1386 INVOKE_OBJECT (INSERT, op);
1387
1505 /* Don't know if moving this to the end will break anything. However, 1388 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1389 * we want to have floorbox_update called before calling this.
1507 * 1390 *
1508 * check_move_on() must be after this because code called from 1391 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1392 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1393 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1394 * update_object().
1513 1396
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1397 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1398 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1399 {
1517 if (check_move_on (op, originator)) 1400 if (check_move_on (op, originator))
1518 return NULL; 1401 return 0;
1519 1402
1520 /* If we are a multi part object, lets work our way through the check 1403 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1404 * walk on's.
1522 */ 1405 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1406 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1407 if (check_move_on (tmp, originator))
1525 return NULL; 1408 return 0;
1526 } 1409 }
1527 1410
1528 return op; 1411 return op;
1529} 1412}
1530 1413
1531/* this function inserts an object in the map, but if it 1414/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1415 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1416 * op is the object to insert it under: supplies x and the map.
1534 */ 1417 */
1535void 1418void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1419replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1420{
1538 object * 1421 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1422
1543 /* first search for itself and remove any old instances */ 1423 /* first search for itself and remove any old instances */
1544 1424
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1425 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1426 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1547 tmp->destroy (); 1427 tmp->destroy ();
1548 1428
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1429 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1430
1551 tmp1->x = op->x; 1431 tmp1->x = op->x;
1552 tmp1->y = op->y; 1432 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1433 insert_ob_in_map (tmp1, op->map, op, 0);
1434}
1435
1436object *
1437object::insert_at (object *where, object *originator, int flags)
1438{
1439 where->map->insert (this, where->x, where->y, originator, flags);
1554} 1440}
1555 1441
1556/* 1442/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1443 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1444 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1445 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1446 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1447 * global static errmsg array.
1562 */ 1448 */
1563
1564object * 1449object *
1565get_split_ob (object *orig_ob, uint32 nr) 1450get_split_ob (object *orig_ob, uint32 nr)
1566{ 1451{
1567 object *newob; 1452 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1453 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1604 1489
1605object * 1490object *
1606decrease_ob_nr (object *op, uint32 i) 1491decrease_ob_nr (object *op, uint32 i)
1607{ 1492{
1608 object *tmp; 1493 object *tmp;
1609 player *pl;
1610 1494
1611 if (i == 0) /* objects with op->nrof require this check */ 1495 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1496 return op;
1613 1497
1614 if (i > op->nrof) 1498 if (i > op->nrof)
1615 i = op->nrof; 1499 i = op->nrof;
1616 1500
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1501 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1502 op->nrof -= i;
1619 else if (op->env != NULL) 1503 else if (op->env)
1620 { 1504 {
1621 /* is this object in the players inventory, or sub container 1505 /* is this object in the players inventory, or sub container
1622 * therein? 1506 * therein?
1623 */ 1507 */
1624 tmp = is_player_inv (op->env); 1508 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1509 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1510 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1511 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1512 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1513 * and then searching the map for a player.
1630 */ 1514 */
1631 if (!tmp) 1515 if (!tmp)
1632 { 1516 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1517 if (pl->ob->container == op->env)
1518 {
1519 tmp = pl->ob;
1635 break; 1520 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1521 }
1641 1522
1642 if (i < op->nrof) 1523 if (i < op->nrof)
1643 { 1524 {
1644 sub_weight (op->env, op->weight * i); 1525 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1526 op->nrof -= i;
1646 if (tmp) 1527 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1528 esrv_send_item (tmp, op);
1649 }
1650 } 1529 }
1651 else 1530 else
1652 { 1531 {
1653 op->remove (); 1532 op->remove ();
1654 op->nrof = 0; 1533 op->nrof = 0;
1655 if (tmp) 1534 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1535 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1536 }
1660 } 1537 }
1661 else 1538 else
1662 { 1539 {
1663 object *above = op->above; 1540 object *above = op->above;
1669 op->remove (); 1546 op->remove ();
1670 op->nrof = 0; 1547 op->nrof = 0;
1671 } 1548 }
1672 1549
1673 /* Since we just removed op, op->above is null */ 1550 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1551 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1552 if (tmp->type == PLAYER)
1676 { 1553 {
1677 if (op->nrof) 1554 if (op->nrof)
1678 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1679 else 1556 else
1684 if (op->nrof) 1561 if (op->nrof)
1685 return op; 1562 return op;
1686 else 1563 else
1687 { 1564 {
1688 op->destroy (); 1565 op->destroy ();
1689 return NULL; 1566 return 0;
1690 } 1567 }
1691} 1568}
1692 1569
1693/* 1570/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1571 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1659 add_weight (this, op->weight * op->nrof);
1783 } 1660 }
1784 else 1661 else
1785 add_weight (this, (op->weight + op->carrying)); 1662 add_weight (this, (op->weight + op->carrying));
1786 1663
1787 otmp = is_player_inv (this); 1664 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1665 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1666 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1667 otmp->update_stats ();
1791 1668
1792 op->map = NULL; 1669 op->map = 0;
1793 op->env = this; 1670 op->env = this;
1794 op->above = NULL; 1671 op->above = 0;
1795 op->below = NULL; 1672 op->below = 0;
1796 op->x = 0, op->y = 0; 1673 op->x = 0, op->y = 0;
1797 1674
1798 /* reset the light list and los of the players on the map */ 1675 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1676 if ((op->glow_radius != 0) && map)
1800 { 1677 {
1801#ifdef DEBUG_LIGHTS 1678#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1679 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1680#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1681 if (map->darkness)
1805 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1806 } 1683 }
1807 1684
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1685 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1686 * It sure simplifies this function...
1814 { 1691 {
1815 op->below = inv; 1692 op->below = inv;
1816 op->below->above = op; 1693 op->below->above = op;
1817 inv = op; 1694 inv = op;
1818 } 1695 }
1696
1697 INVOKE_OBJECT (INSERT, this);
1819 1698
1820 return op; 1699 return op;
1821} 1700}
1822 1701
1823/* 1702/*
1838 * 1717 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below 1718 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects 1719 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top. 1720 * on top.
1842 */ 1721 */
1843
1844int 1722int
1845check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
1846{ 1724{
1847 object *tmp; 1725 object *tmp;
1848 maptile *m = op->map; 1726 maptile *m = op->map;
1875 1753
1876 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
1878 */ 1756 */
1879 1757
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1881 { 1759 {
1882 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1761 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1762 * we don't need to check all of them.
1885 */ 1763 */
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 { 1783 {
1906 1784
1907 float 1785 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1909 1787
1910 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1913 diff /= 4.0; 1791 diff /= 4.0;
1940/* 1818/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1819 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1820 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
1944 */ 1822 */
1945
1946object * 1823object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1824present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1825{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1826 if (!m || out_of_map (m, x, y))
1953 { 1827 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1829 return NULL;
1956 } 1830 }
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if (tmp->arch == at) 1833 if (tmp->arch == at)
1959 return tmp; 1834 return tmp;
1835
1960 return NULL; 1836 return NULL;
1961} 1837}
1962 1838
1963/* 1839/*
1964 * present(type, map, x, y) searches for any objects with 1840 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1841 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1967 */ 1843 */
1968
1969object * 1844object *
1970present (unsigned char type, maptile *m, int x, int y) 1845present (unsigned char type, maptile *m, int x, int y)
1971{ 1846{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1847 if (out_of_map (m, x, y))
1976 { 1848 {
1977 LOG (llevError, "Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1850 return NULL;
1979 } 1851 }
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1981 if (tmp->type == type) 1854 if (tmp->type == type)
1982 return tmp; 1855 return tmp;
1856
1983 return NULL; 1857 return NULL;
1984} 1858}
1985 1859
1986/* 1860/*
1987 * present_in_ob(type, object) searches for any objects with 1861 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1862 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1990 */ 1864 */
1991
1992object * 1865object *
1993present_in_ob (unsigned char type, const object *op) 1866present_in_ob (unsigned char type, const object *op)
1994{ 1867{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1869 if (tmp->type == type)
2000 return tmp; 1870 return tmp;
1871
2001 return NULL; 1872 return NULL;
2002} 1873}
2003 1874
2004/* 1875/*
2005 * present_in_ob (type, str, object) searches for any objects with 1876 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1884 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1885 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1886 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1887 * to be unique.
2017 */ 1888 */
2018
2019object * 1889object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1890present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1891{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1894 return tmp;
2029 } 1895
2030 return NULL; 1896 return 0;
2031} 1897}
2032 1898
2033/* 1899/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1900 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1901 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2037 */ 1903 */
2038
2039object * 1904object *
2040present_arch_in_ob (const archetype *at, const object *op) 1905present_arch_in_ob (const archetype *at, const object *op)
2041{ 1906{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1908 if (tmp->arch == at)
2047 return tmp; 1909 return tmp;
1910
2048 return NULL; 1911 return NULL;
2049} 1912}
2050 1913
2051/* 1914/*
2052 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
2053 */ 1916 */
2054void 1917void
2055flag_inv (object *op, int flag) 1918flag_inv (object *op, int flag)
2056{ 1919{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1920 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1922 {
2063 SET_FLAG (tmp, flag); 1923 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1924 flag_inv (tmp, flag);
2065 } 1925 }
2066} /* 1926}
1927
1928/*
2067 * desactivate recursively a flag on an object inventory 1929 * deactivate recursively a flag on an object inventory
2068 */ 1930 */
2069void 1931void
2070unflag_inv (object *op, int flag) 1932unflag_inv (object *op, int flag)
2071{ 1933{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1934 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1936 {
2078 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
2080 } 1939 }
2081} 1940}
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1943 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively). 1944 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for 1945 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function. 1946 * him/her-self and all object carried by a call to this function.
2088 */ 1947 */
2089
2090void 1948void
2091set_cheat (object *op) 1949set_cheat (object *op)
2092{ 1950{
2093 SET_FLAG (op, FLAG_WAS_WIZ); 1951 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ); 1952 flag_inv (op, FLAG_WAS_WIZ);
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1971 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 1972 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 1973 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 1974 * customized, changed states, etc.
2117 */ 1975 */
2118
2119int 1976int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1977find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 1978{
2122 int
2123 i,
2124 index = 0, flag; 1979 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 1980 int altern[SIZEOFFREE];
2127 1981
2128 for (i = start; i < stop; i++) 1982 for (int i = start; i < stop; i++)
2129 { 1983 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1984 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag) 1985 if (!flag)
2132 altern[index++] = i; 1986 altern [index++] = i;
2133 1987
2134 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 1989 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 1990 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 1991 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 1992 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 1993 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 1994 * won't look 2 spaces south of the target space.
2141 */ 1995 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1996 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 1997 stop = maxfree[i];
2144 } 1998 }
1999
2145 if (!index) 2000 if (!index)
2146 return -1; 2001 return -1;
2002
2147 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2148} 2004}
2149 2005
2150/* 2006/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2009 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2010 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2011 */
2156
2157int 2012int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2013find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2014{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2015 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2016 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2017 return i;
2167 } 2018
2168 return -1; 2019 return -1;
2169} 2020}
2170 2021
2171/* 2022/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2023 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2024 * arr[begin..end-1].
2025 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2026 */
2175static void 2027static void
2176permute (int *arr, int begin, int end) 2028permute (int *arr, int begin, int end)
2177{ 2029{
2178 int 2030 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2031 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2032
2189 tmp = arr[i]; 2033 while (--end)
2190 arr[i] = arr[j]; 2034 swap (arr [end], arr [rndm (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2035}
2194 2036
2195/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2039 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2042 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2043 */
2202void 2044void
2203get_search_arr (int *search_arr) 2045get_search_arr (int *search_arr)
2204{ 2046{
2205 int 2047 int i;
2206 i;
2207 2048
2208 for (i = 0; i < SIZEOFFREE; i++) 2049 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2050 search_arr[i] = i;
2211 }
2212 2051
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2052 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2053 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2054 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2055}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2064 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2065 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2066 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2067 * there is capable of.
2229 */ 2068 */
2230
2231int 2069int
2232find_dir (maptile *m, int x, int y, object *exclude) 2070find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2071{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2072 int i, max = SIZEOFFREE, mflags;
2237 2073
2238 sint16 nx, ny; 2074 sint16 nx, ny;
2239 object * 2075 object *tmp;
2240 tmp;
2241 maptile * 2076 maptile *mp;
2242 mp;
2243 2077
2244 MoveType blocked, move_type; 2078 MoveType blocked, move_type;
2245 2079
2246 if (exclude && exclude->head) 2080 if (exclude && exclude->head)
2247 { 2081 {
2259 mp = m; 2093 mp = m;
2260 nx = x + freearr_x[i]; 2094 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2095 ny = y + freearr_y[i];
2262 2096
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2097 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098
2264 if (mflags & P_OUT_OF_MAP) 2099 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2100 max = maxfree[i];
2267 }
2268 else 2101 else
2269 { 2102 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2103 mapspace &ms = mp->at (nx, ny);
2104
2105 blocked = ms.move_block;
2271 2106
2272 if ((move_type & blocked) == move_type) 2107 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2108 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2109 else if (mflags & P_IS_ALIVE)
2277 { 2110 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2111 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2112 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2113 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break; 2114 break;
2283 } 2115
2284 }
2285 if (tmp) 2116 if (tmp)
2286 {
2287 return freedir[i]; 2117 return freedir[i];
2288 }
2289 } 2118 }
2290 } 2119 }
2291 } 2120 }
2121
2292 return 0; 2122 return 0;
2293} 2123}
2294 2124
2295/* 2125/*
2296 * distance(object 1, object 2) will return the square of the 2126 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2127 * distance between the two given objects.
2298 */ 2128 */
2299
2300int 2129int
2301distance (const object *ob1, const object *ob2) 2130distance (const object *ob1, const object *ob2)
2302{ 2131{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2132 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2133}
2309 2134
2310/* 2135/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2136 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2137 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2138 * object, needs to travel toward it.
2314 */ 2139 */
2315
2316int 2140int
2317find_dir_2 (int x, int y) 2141find_dir_2 (int x, int y)
2318{ 2142{
2319 int 2143 int q;
2320 q;
2321 2144
2322 if (y) 2145 if (y)
2323 q = x * 100 / y; 2146 q = x * 100 / y;
2324 else if (x) 2147 else if (x)
2325 q = -300 * x; 2148 q = -300 * x;
2350 2173
2351 return 3; 2174 return 3;
2352} 2175}
2353 2176
2354/* 2177/*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360int
2361absdir (int d)
2362{
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368}
2369
2370/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2373 */ 2180 */
2374
2375int 2181int
2376dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2377{ 2183{
2378 int 2184 int d;
2379 d;
2380 2185
2381 d = abs (dir1 - dir2); 2186 d = abs (dir1 - dir2);
2382 if (d > 4) 2187 if (d > 4)
2383 d = 8 - d; 2188 d = 8 - d;
2189
2384 return d; 2190 return d;
2385} 2191}
2386 2192
2387/* peterm: 2193/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2194 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2197 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2198 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2199 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2200 * functions.
2395 */ 2201 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2202int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2203 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2204 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2205 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2206 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2207 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2255 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2256 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2257 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2258 * Modified to be map tile aware -.MSW
2455 */ 2259 */
2456
2457
2458int 2260int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2261can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2262{
2461 sint16 dx, dy; 2263 sint16 dx, dy;
2462 int
2463 mflags; 2264 int mflags;
2464 2265
2465 if (dir < 0) 2266 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2267 return 0; /* exit condition: invalid direction */
2467 2268
2468 dx = x + freearr_x[dir]; 2269 dx = x + freearr_x[dir];
2481 return 0; 2282 return 0;
2482 2283
2483 /* yes, can see. */ 2284 /* yes, can see. */
2484 if (dir < 9) 2285 if (dir < 9)
2485 return 1; 2286 return 1;
2287
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2288 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2289 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2290 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2291}
2489
2490
2491 2292
2492/* 2293/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2294 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2295 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2296 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2310}
2510 2311
2511
2512/* 2312/*
2513 * create clone from object to another 2313 * create clone from object to another
2514 */ 2314 */
2515object * 2315object *
2516object_create_clone (object *asrc) 2316object_create_clone (object *asrc)
2535 { 2335 {
2536 dst = tmp; 2336 dst = tmp;
2537 tmp->head = 0; 2337 tmp->head = 0;
2538 } 2338 }
2539 else 2339 else
2540 {
2541 tmp->head = dst; 2340 tmp->head = dst;
2542 }
2543 2341
2544 tmp->more = 0; 2342 tmp->more = 0;
2545 2343
2546 if (prev) 2344 if (prev)
2547 prev->more = tmp; 2345 prev->more = tmp;
2551 2349
2552 for (item = src->inv; item; item = item->below) 2350 for (item = src->inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2554 2352
2555 return dst; 2353 return dst;
2556}
2557
2558/* GROS - Creates an object using a string representing its content. */
2559/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */
2564
2565object *
2566load_object_str (const char *obstr)
2567{
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595} 2354}
2596 2355
2597/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2598 * has the same type and subtype match. 2357 * has the same type and subtype match.
2599 * returns NULL if no match. 2358 * returns NULL if no match.
2600 */ 2359 */
2601object * 2360object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2362{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2365 return tmp;
2609 2366
2610 return NULL; 2367 return 0;
2611} 2368}
2612 2369
2613/* If ob has a field named key, return the link from the list, 2370/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2371 * otherwise return NULL.
2615 * 2372 *
2617 * do the desired thing. 2374 * do the desired thing.
2618 */ 2375 */
2619key_value * 2376key_value *
2620get_ob_key_link (const object *ob, const char *key) 2377get_ob_key_link (const object *ob, const char *key)
2621{ 2378{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2379 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2380 if (link->key == key)
2626 return link; 2381 return link;
2627 2382
2628 return NULL; 2383 return 0;
2629} 2384}
2630 2385
2631/* 2386/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2387 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2388 *
2673 * Returns TRUE on success. 2428 * Returns TRUE on success.
2674 */ 2429 */
2675int 2430int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2431set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2432{
2678 key_value *
2679 field = NULL, *last = NULL; 2433 key_value *field = NULL, *last = NULL;
2680 2434
2681 for (field = op->key_values; field != NULL; field = field->next) 2435 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2436 {
2683 if (field->key != canonical_key) 2437 if (field->key != canonical_key)
2684 { 2438 {
2712 /* IF we get here, key doesn't exist */ 2466 /* IF we get here, key doesn't exist */
2713 2467
2714 /* No field, we'll have to add it. */ 2468 /* No field, we'll have to add it. */
2715 2469
2716 if (!add_key) 2470 if (!add_key)
2717 {
2718 return FALSE; 2471 return FALSE;
2719 } 2472
2720 /* There isn't any good reason to store a null 2473 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2474 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2475 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2476 * be here. If user wants to store empty strings,
2724 * should pass in "" 2477 * should pass in ""
2773 } 2526 }
2774 else 2527 else
2775 item = item->env; 2528 item = item->env;
2776} 2529}
2777 2530
2531
2532const char *
2533object::flag_desc (char *desc, int len) const
2534{
2535 char *p = desc;
2536 bool first = true;
2537
2538 *p = 0;
2539
2540 for (int i = 0; i < NUM_FLAGS; i++)
2541 {
2542 if (len <= 10) // magic constant!
2543 {
2544 snprintf (p, len, ",...");
2545 break;
2546 }
2547
2548 if (flag [i])
2549 {
2550 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2551 len -= cnt;
2552 p += cnt;
2553 first = false;
2554 }
2555 }
2556
2557 return desc;
2558}
2559
2778// return a suitable string describing an objetc in enough detail to find it 2560// return a suitable string describing an object in enough detail to find it
2779const char * 2561const char *
2780object::debug_desc (char *info) const 2562object::debug_desc (char *info) const
2781{ 2563{
2564 char flagdesc[512];
2782 char info2[256 * 3]; 2565 char info2[256 * 4];
2783 char *p = info; 2566 char *p = info;
2784 2567
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2568 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2786 count, 2569 count, uuid.seq,
2787 &name, 2570 &name,
2788 title ? " " : "", 2571 title ? "\",title:\"" : "",
2789 title ? (const char *)title : ""); 2572 title ? (const char *)title : "",
2573 flag_desc (flagdesc, 512), type);
2790 2574
2791 if (env) 2575 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2577
2794 if (map) 2578 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2796 2580
2797 return info; 2581 return info;
2798} 2582}
2799 2583
2800const char * 2584const char *
2801object::debug_desc () const 2585object::debug_desc () const
2802{ 2586{
2803 static char info[256 * 3]; 2587 static char info[256 * 4];
2804 return debug_desc (info); 2588 return debug_desc (info);
2805} 2589}
2806 2590
2591const char *
2592object::debug_desc2 () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mat = name_to_material (materialname))
2609 return mat;
2610
2611 // omfg this is slow, this has to be temporary :)
2612 shstr unknown ("unknown");
2613
2614 return name_to_material (unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 if (object *old_container = container)
2624 {
2625 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2626 return;
2627
2628#if 0
2629 // remove the "Close old_container" object.
2630 if (object *closer = old_container->inv)
2631 if (closer->type == CLOSE_CON)
2632 closer->destroy ();
2633#endif
2634
2635 old_container->flag [FLAG_APPLIED] = 0;
2636 container = 0;
2637
2638 esrv_update_item (UPD_FLAGS, this, old_container);
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2640 }
2641
2642 if (new_container)
2643 {
2644 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2645 return;
2646
2647 // TODO: this does not seem to serve any purpose anymore?
2648#if 0
2649 // insert the "Close Container" object.
2650 if (archetype *closer = new_container->other_arch)
2651 {
2652 object *closer = arch_to_object (new_container->other_arch);
2653 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2654 new_container->insert (closer);
2655 }
2656#endif
2657
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2659
2660 new_container->flag [FLAG_APPLIED] = 1;
2661 container = new_container;
2662
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 }
2666}
2667
2668

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