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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 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:
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * 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.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * 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
391} 391}
392 392
393/* 393/*
394 * 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.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
467 } 465 }
468 466
469 op->key_values = 0; 467 op->key_values = 0;
470} 468}
471 469
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 470/*
515 * copy_to first frees everything allocated by the dst object, 471 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 472 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 473 * object, allocating what needs to be allocated. Basically, any
518 * 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,
524{ 480{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 483
528 *(object_copy *)dst = *this; 484 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 485
534 if (is_freed) 486 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 487 SET_FLAG (dst, FLAG_FREED);
536 488
537 if (is_removed) 489 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
539 491
540 if (speed < 0) 492 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
542 494
543 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
544 if (key_values) 496 if (key_values)
545 { 497 {
546 key_value *tail = 0; 498 key_value *tail = 0;
568 tail = new_link; 520 tail = new_link;
569 } 521 }
570 } 522 }
571 } 523 }
572 524
573 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 ();
574} 544}
575 545
576object * 546object *
577object::clone () 547object::clone ()
578{ 548{
584/* 554/*
585 * 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
586 * 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
587 * 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.
588 */ 558 */
589
590void 559void
591update_turn_face (object *op) 560update_turn_face (object *op)
592{ 561{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 563 return;
564
595 SET_ANIMATION (op, op->direction); 565 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 566 update_object (op, UP_OBJ_FACE);
597} 567}
598 568
599/* 569/*
600 * 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
601 * 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.
602 * 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.
603 */ 573 */
604void 574void
605update_ob_speed (object *op) 575object::set_speed (float speed)
606{ 576{
607 extern int arch_init; 577 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 578 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 580 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 581 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 582
632 /* process_events() expects us to insert the object at the beginning 583 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 584
636 if (op->active_next != NULL) 585 if (has_active_speed ())
637 op->active_next->active_prev = op; 586 activate ();
638
639 active_objects = op;
640 }
641 else 587 else
642 { 588 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 589}
666 590
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 591/*
699 * update_object() updates the array which represents the map. 592 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
701 * 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
702 * invisible object, etc...) 595 * invisible object, etc...)
703 * 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
704 * 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
705 * updating that window, though, since update_object() is called _often_) 598 * updating that window, though, since update_object() is called _often_)
706 * 599 *
707 * 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.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 601 * current action are:
713 * UP_OBJ_INSERT: op was inserted 602 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 603 * UP_OBJ_REMOVE: op was removed
715 * 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
716 * 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.
717 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
718 */ 607 */
719
720void 608void
721update_object (object *op, int action) 609update_object (object *op, int action)
722{ 610{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow; 611 MoveType move_on, move_off, move_block, move_slow;
725 612
726 if (op == NULL) 613 if (op == NULL)
727 { 614 {
728 /* this should never happen */ 615 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 616 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 617 return;
731 } 618 }
732 619
733 if (op->env != NULL) 620 if (op->env)
734 { 621 {
735 /* Animation is currently handled by client, so nothing 622 /* Animation is currently handled by client, so nothing
736 * to do in this case. 623 * to do in this case.
737 */ 624 */
738 return; 625 return;
743 */ 630 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 631 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 632 return;
746 633
747 /* make sure the object is within map boundaries */ 634 /* make sure the object is within map boundaries */
748 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)
749 { 636 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 637 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 638#ifdef MANY_CORES
752 abort (); 639 abort ();
753#endif 640#endif
754 return; 641 return;
755 } 642 }
756 643
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 644 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 645
646 if (!(m.flags_ & P_UPTODATE))
647 /* nop */;
764 if (action == UP_OBJ_INSERT) 648 else if (action == UP_OBJ_INSERT)
765 { 649 {
650 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 651 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 652 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 653 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 654 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 656 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 657 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 658 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 659 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* 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
788 * to have move_allow right now. 661 * to have move_allow right now.
789 */ 662 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 663 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 665 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 666 }
796
797 /* if the object is being removed, we can't make intelligent 667 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 668 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 669 * that is being removed.
800 */ 670 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 672 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 673 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 674 /* Nothing to do for that case */ ;
805 else 675 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 676 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 677
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 678 if (op->more)
815 update_object (op->more, action); 679 update_object (op->more, action);
816}
817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832} 680}
833 681
834object::object () 682object::object ()
835{ 683{
836 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 687 face = blank_face;
840} 688}
841 689
842object::~object () 690object::~object ()
843{ 691{
692 unlink ();
693
844 free_key_values (this); 694 free_key_values (this);
845} 695}
846 696
697static int object_count;
698
847void object::link () 699void object::link ()
848{ 700{
849 count = ++ob_count; 701 assert (!index);//D
850 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
851 704
852 prev = 0; 705 refcnt_inc ();
853 next = object::first; 706 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 707}
860 708
861void object::unlink () 709void object::unlink ()
862{ 710{
863 if (this == object::first) 711 if (!index)
864 object::first = next; 712 return;
865 713
866 /* Remove this object from the list of used objects */ 714 objects.erase (this);
867 if (prev) prev->next = next; 715 refcnt_dec ();
868 if (next) next->prev = prev; 716}
869 717
870 prev = 0; 718void
871 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 }
872} 823}
873 824
874object *object::create () 825object *object::create ()
875{ 826{
876 object *op = new object; 827 object *op = new object;
877 op->link (); 828 op->link ();
878 return op; 829 return op;
879} 830}
880 831
881/* 832void
882 * free_object() frees everything allocated by an object, removes 833object::do_destroy ()
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 834{
893 if (QUERY_FLAG (this, FLAG_FREED)) 835 attachable::do_destroy ();
894 return;
895 836
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 837 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this);
839
840 if (flag [FLAG_FRIENDLY])
841 {
897 remove_friendly_object (this); 842 remove_friendly_object (this);
898 843
899 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])
900 remove (); 852 remove ();
901 853
902 SET_FLAG (this, FLAG_FREED); 854 destroy_inv (true);
903 855
904 if (more) 856 deactivate ();
905 { 857 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909 858
910 if (inv) 859 flag [FLAG_FREED] = 1;
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 860
952 // hack to ensure that freed objects still have a valid map 861 // hack to ensure that freed objects still have a valid map
953 { 862 {
954 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
955 864
959 868
960 freed_map->name = "/internal/freed_objects_map"; 869 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 870 freed_map->width = 3;
962 freed_map->height = 3; 871 freed_map->height = 3;
963 872
964 freed_map->allocate (); 873 freed_map->alloc ();
874 freed_map->in_memory = MAP_IN_MEMORY;
965 } 875 }
966 876
967 map = freed_map; 877 map = freed_map;
968 x = 1; 878 x = 1;
969 y = 1; 879 y = 1;
970 } 880 }
971 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
972 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
973 owner = 0; 891 owner = 0;
974 enemy = 0; 892 enemy = 0;
975 attacked_by = 0; 893 attacked_by = 0;
894}
976 895
977 // only relevant for players(?), but make sure of it anyways 896void
978 contr = 0; 897object::destroy (bool destroy_inventory)
898{
899 if (destroyed ())
900 return;
979 901
980 /* Remove object from the active list */ 902 if (destroy_inventory)
981 speed = 0; 903 destroy_inv (false);
982 update_ob_speed (this);
983 904
984 unlink (); 905 attachable::destroy ();
985
986 mortals.push_back (this);
987} 906}
988 907
989/* 908/*
990 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
1007 * 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
1008 * 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
1009 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 930 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 931 */
1014void 932void
1015object::remove () 933object::do_remove ()
1016{ 934{
1017 object *tmp, *last = 0; 935 object *tmp, *last = 0;
1018 object *otmp; 936 object *otmp;
1019 937
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 938 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 939 return;
1024 940
1025 SET_FLAG (this, FLAG_REMOVED); 941 SET_FLAG (this, FLAG_REMOVED);
942 INVOKE_OBJECT (REMOVE, this);
1026 943
1027 if (more) 944 if (more)
1028 more->remove (); 945 more->remove ();
1029 946
1030 /* 947 /*
1041 /* 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
1042 * made to players inventory. If set, avoiding the call 959 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 960 * to save cpu time.
1044 */ 961 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 962 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 963 otmp->update_stats ();
1047 964
1048 if (above != NULL) 965 if (above)
1049 above->below = below; 966 above->below = below;
1050 else 967 else
1051 env->inv = below; 968 env->inv = below;
1052 969
1053 if (below != NULL) 970 if (below)
1054 below->above = above; 971 below->above = above;
1055 972
1056 /* we set up values so that it could be inserted into 973 /* we set up values so that it could be inserted into
1057 * 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
1058 * to the caller to decide what we want to do. 975 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 979 above = 0, below = 0;
1063 env = 0; 980 env = 0;
1064 } 981 }
1065 else if (map) 982 else if (map)
1066 { 983 {
1067 /* Re did the following section of code - it looks like it had 984 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 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 ();
1070 998
1071 /* link the object above us */ 999 /* link the object above us */
1072 if (above) 1000 if (above)
1073 above->below = below; 1001 above->below = below;
1074 else 1002 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1003 ms.top = below; /* we were top, set new top */
1076 1004
1077 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1078 if (below) 1006 if (below)
1079 below->above = above; 1007 below->above = above;
1080 else 1008 else
1082 /* 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
1083 * use translated coordinates in case some oddness with map tiling is 1011 * use translated coordinates in case some oddness with map tiling is
1084 * evident 1012 * evident
1085 */ 1013 */
1086 if (GET_MAP_OB (map, x, y) != this) 1014 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "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 ());
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096 1016
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1017 ms.bot = above; /* goes on above it. */
1098 } 1018 }
1099 1019
1100 above = 0; 1020 above = 0;
1101 below = 0; 1021 below = 0;
1102 1022
1103 if (map->in_memory == MAP_SAVING) 1023 if (map->in_memory == MAP_SAVING)
1104 return; 1024 return;
1105 1025
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1026 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1027
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1028 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1029 {
1110 /* 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
1111 * being removed. 1031 * being removed.
1112 */ 1032 */
1113 1033
1117 * removed (most likely destroyed), update the player view 1037 * removed (most likely destroyed), update the player view
1118 * appropriately. 1038 * appropriately.
1119 */ 1039 */
1120 if (tmp->container == this) 1040 if (tmp->container == this)
1121 { 1041 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1042 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1043 tmp->container = 0;
1124 } 1044 }
1125 1045
1046 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1047 tmp->contr->ns->floorbox_update ();
1127 } 1048 }
1128 1049
1129 /* See if player moving off should effect something */ 1050 /* See if object moving off should effect something */
1130 if (check_walk_off 1051 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1052 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1053 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1054 {
1134 move_apply (tmp, this, 0); 1055 move_apply (tmp, this, 0);
1136 if (destroyed ()) 1057 if (destroyed ())
1137 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 ());
1138 } 1059 }
1139 1060
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1061 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141 1062 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1142 if (tmp->above == tmp) 1063 if (tmp->above == tmp)
1143 tmp->above = 0; 1064 tmp->above = 0;
1144 1065
1145 last = tmp; 1066 last = tmp;
1146 } 1067 }
1147 1068
1148 /* 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?
1149 if (!last) 1071 if (!last)
1150 { 1072 map->at (x, y).flags_ = 0;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1073 else
1160 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1161 1075
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1164 } 1078 }
1165} 1079}
1166 1080
1167/* 1081/*
1176merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1177{ 1091{
1178 if (!op->nrof) 1092 if (!op->nrof)
1179 return 0; 1093 return 0;
1180 1094
1181 if (top == NULL) 1095 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1183 1098
1184 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1185 { 1100 {
1186 if (top == op) 1101 if (top == op)
1187 continue; 1102 continue;
1188 1103
1189 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1199 1114
1200 return 0; 1115 return 0;
1201} 1116}
1202 1117
1203/* 1118/*
1204 * 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
1205 * job preparing multi-part monsters 1120 * job preparing multi-part monsters.
1206 */ 1121 */
1207object * 1122object *
1208insert_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)
1209{ 1124{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1126 {
1217 tmp->x = x + tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1218 tmp->y = y + tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1219 } 1129 }
1220 1130
1239 * Return value: 1149 * Return value:
1240 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1152 * just 'op' otherwise
1243 */ 1153 */
1244
1245object * 1154object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1156{
1248 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1249 sint16 x, y;
1250 1158
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1159 if (QUERY_FLAG (op, FLAG_FREED))
1252 { 1160 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1161 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1162 return NULL;
1255 } 1163 }
1256 1164
1257 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)
1258 { 1171 {
1259 char *dump = dump_object (op); 1172 char *dump = dump_object (op);
1260 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);
1261 free (dump); 1174 free (dump);
1262 return op; 1175 return op;
1275#endif 1188#endif
1276 free (dump); 1189 free (dump);
1277 return op; 1190 return op;
1278 } 1191 }
1279 1192
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more; 1193 if (object *more = op->more)
1293 1194 {
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1195 if (!insert_ob_in_map (more, m, originator, flag))
1310 { 1196 {
1311 if (!op->head) 1197 if (!op->head)
1312 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");
1313 1199
1314 return NULL; 1200 return 0;
1315 } 1201 }
1316 } 1202 }
1317 1203
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1204 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1205
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1206 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * 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
1322 * need extra work 1208 * need extra work
1323 */ 1209 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1210 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1211 return 0;
1326 y = op->y; 1212
1213 op->map = m;
1214 mapspace &ms = op->ms ();
1327 1215
1328 /* this has to be done after we translate the coordinates. 1216 /* this has to be done after we translate the coordinates.
1329 */ 1217 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1218 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1219 for (tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1220 if (object::can_merge (op, tmp))
1333 { 1221 {
1334 op->nrof += tmp->nrof; 1222 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1223 tmp->destroy ();
1336 } 1224 }
1353 op->below = originator->below; 1241 op->below = originator->below;
1354 1242
1355 if (op->below) 1243 if (op->below)
1356 op->below->above = op; 1244 op->below->above = op;
1357 else 1245 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1246 ms.bot = op;
1359 1247
1360 /* since *below* originator, no need to update top */ 1248 /* since *below* originator, no need to update top */
1361 originator->below = op; 1249 originator->below = op;
1362 } 1250 }
1363 else 1251 else
1364 { 1252 {
1253 top = ms.bot;
1254
1365 /* If there are other objects, then */ 1255 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1256 if ((!(flag & INS_MAP_LOAD)) && top)
1367 { 1257 {
1368 object *last = NULL; 1258 object *last = 0;
1369 1259
1370 /* 1260 /*
1371 * 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.
1372 * We've already dealt with merging if appropriate. 1262 * We've already dealt with merging if appropriate.
1373 * 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
1377 * 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
1378 * 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
1379 * 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
1380 * that flying non pickable objects are spell objects. 1270 * that flying non pickable objects are spell objects.
1381 */ 1271 */
1382 1272 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1273 {
1385 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))
1386 floor = top; 1275 floor = top;
1387 1276
1388 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))
1391 top = top->below; 1280 top = top->below;
1392 break; 1281 break;
1393 } 1282 }
1394 1283
1395 last = top; 1284 last = top;
1396 top = top->above;
1397 } 1285 }
1398 1286
1399 /* 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 */
1400 top = last; 1288 top = last;
1401 1289
1408 * Unless those objects are exits, type 66 1296 * Unless those objects are exits, type 66
1409 * If INS_ON_TOP is used, don't do this processing 1297 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1298 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1299 * stacking is a bit odd.
1412 */ 1300 */
1413 if (!(flag & INS_ON_TOP) && 1301 if (!(flag & INS_ON_TOP)
1414 (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))
1415 { 1304 {
1416 for (last = top; last != floor; last = last->below) 1305 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1307 break;
1308
1419 /* Check to see if we found the object that blocks view, 1309 /* Check to see if we found the object that blocks view,
1420 * 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
1421 * we can get inserted below this one, which requires we 1311 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1312 * set top to the object below us.
1423 */ 1313 */
1425 top = last->below; 1315 top = last->below;
1426 } 1316 }
1427 } /* If objects on this space */ 1317 } /* If objects on this space */
1428 1318
1429 if (flag & INS_MAP_LOAD) 1319 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y); 1320 top = ms.top;
1431 1321
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1322 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1323 top = floor;
1434 1324
1435 /* 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.
1436 */ 1326 */
1437 1327
1438 /* First object on this space */ 1328 /* First object on this space */
1439 if (!top) 1329 if (!top)
1440 { 1330 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1331 op->above = ms.bot;
1442 1332
1443 if (op->above) 1333 if (op->above)
1444 op->above->below = op; 1334 op->above->below = op;
1445 1335
1446 op->below = NULL; 1336 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1337 ms.bot = op;
1448 } 1338 }
1449 else 1339 else
1450 { /* get inserted into the stack above top */ 1340 { /* get inserted into the stack above top */
1451 op->above = top->above; 1341 op->above = top->above;
1452 1342
1455 1345
1456 op->below = top; 1346 op->below = top;
1457 top->above = op; 1347 top->above = op;
1458 } 1348 }
1459 1349
1460 if (op->above == NULL) 1350 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1351 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1352 } /* else not INS_BELOW_ORIGINATOR */
1463 1353
1464 if (op->type == PLAYER) 1354 if (op->type == PLAYER)
1355 {
1465 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;
1466 1362
1467 /* 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
1468 * it, so save a few ticks and start from there. 1364 * it, so save a few ticks and start from there.
1469 */ 1365 */
1470 if (!(flag & INS_MAP_LOAD)) 1366 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1367 if (object *pl = ms.player ())
1472 if (tmp->type == PLAYER) 1368 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1369 pl->contr->ns->floorbox_update ();
1474 1370
1475 /* If this object glows, it may affect lighting conditions that are 1371 /* If this object glows, it may affect lighting conditions that are
1476 * 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
1477 * 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
1478 * on the map will get recalculated. The players could very well 1374 * on the map will get recalculated. The players could very well
1479 * 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 -
1480 * this should get redone to only look for players within range, 1376 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1377 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1378 * of effect may be sufficient.
1483 */ 1379 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1380 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1381 update_all_los (op->map, op->x, op->y);
1486 1382
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1383 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1384 update_object (op, UP_OBJ_INSERT);
1385
1386 INVOKE_OBJECT (INSERT, op);
1489 1387
1490 /* 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,
1491 * we want to have floorbox_update called before calling this. 1389 * we want to have floorbox_update called before calling this.
1492 * 1390 *
1493 * check_move_on() must be after this because code called from 1391 * check_move_on() must be after this because code called from
1498 1396
1499 /* 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 */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1398 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1399 {
1502 if (check_move_on (op, originator)) 1400 if (check_move_on (op, originator))
1503 return NULL; 1401 return 0;
1504 1402
1505 /* 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
1506 * walk on's. 1404 * walk on's.
1507 */ 1405 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1406 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1407 if (check_move_on (tmp, originator))
1510 return NULL; 1408 return 0;
1511 } 1409 }
1512 1410
1513 return op; 1411 return op;
1514} 1412}
1515 1413
1516/* this function inserts an object in the map, but if it 1414/* this function inserts an object in the map, but if it
1517 * 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.
1518 * 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.
1519 */ 1417 */
1520void 1418void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1419replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1420{
1523 object * 1421 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1422
1528 /* first search for itself and remove any old instances */ 1423 /* first search for itself and remove any old instances */
1529 1424
1530 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)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1426 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1532 tmp->destroy (); 1427 tmp->destroy ();
1533 1428
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1429 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1430
1536 tmp1->x = op->x; 1431 tmp1->x = op->x;
1537 tmp1->y = op->y; 1432 tmp1->y = op->y;
1538 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);
1539} 1440}
1540 1441
1541/* 1442/*
1542 * 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
1543 * is returned contains nr objects, and the remaining parts contains 1444 * is returned contains nr objects, and the remaining parts contains
1544 * 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).
1545 * On failure, NULL is returned, and the reason put into the 1446 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1447 * global static errmsg array.
1547 */ 1448 */
1548
1549object * 1449object *
1550get_split_ob (object *orig_ob, uint32 nr) 1450get_split_ob (object *orig_ob, uint32 nr)
1551{ 1451{
1552 object *newob; 1452 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1453 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1589 1489
1590object * 1490object *
1591decrease_ob_nr (object *op, uint32 i) 1491decrease_ob_nr (object *op, uint32 i)
1592{ 1492{
1593 object *tmp; 1493 object *tmp;
1594 player *pl;
1595 1494
1596 if (i == 0) /* objects with op->nrof require this check */ 1495 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1496 return op;
1598 1497
1599 if (i > op->nrof) 1498 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1511 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1512 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1513 * and then searching the map for a player.
1615 */ 1514 */
1616 if (!tmp) 1515 if (!tmp)
1617 { 1516 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1517 if (pl->ob->container == op->env)
1620 { 1518 {
1621 tmp = pl->ob; 1519 tmp = pl->ob;
1622 break; 1520 break;
1623 } 1521 }
1624 }
1625 1522
1626 if (i < op->nrof) 1523 if (i < op->nrof)
1627 { 1524 {
1628 sub_weight (op->env, op->weight * i); 1525 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1526 op->nrof -= i;
1765 add_weight (this, (op->weight + op->carrying)); 1662 add_weight (this, (op->weight + op->carrying));
1766 1663
1767 otmp = this->in_player (); 1664 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1665 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1666 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1667 otmp->update_stats ();
1771 1668
1772 op->map = 0; 1669 op->map = 0;
1773 op->env = this; 1670 op->env = this;
1774 op->above = 0; 1671 op->above = 0;
1775 op->below = 0; 1672 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1676 if ((op->glow_radius != 0) && map)
1780 { 1677 {
1781#ifdef DEBUG_LIGHTS 1678#ifdef DEBUG_LIGHTS
1782 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);
1783#endif /* DEBUG_LIGHTS */ 1680#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1681 if (map->darkness)
1785 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1786 } 1683 }
1787 1684
1788 /* 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.
1789 * It sure simplifies this function... 1686 * It sure simplifies this function...
1794 { 1691 {
1795 op->below = inv; 1692 op->below = inv;
1796 op->below->above = op; 1693 op->below->above = op;
1797 inv = op; 1694 inv = op;
1798 } 1695 }
1696
1697 INVOKE_OBJECT (INSERT, this);
1799 1698
1800 return op; 1699 return op;
1801} 1700}
1802 1701
1803/* 1702/*
1818 * 1717 *
1819 * 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
1820 * 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
1821 * on top. 1720 * on top.
1822 */ 1721 */
1823
1824int 1722int
1825check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
1826{ 1724{
1827 object *tmp; 1725 object *tmp;
1828 maptile *m = op->map; 1726 maptile *m = op->map;
1855 1753
1856 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
1858 */ 1756 */
1859 1757
1860 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)
1861 { 1759 {
1862 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
1863 * 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,
1864 * we don't need to check all of them. 1762 * we don't need to check all of them.
1865 */ 1763 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884 ((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))
1885 { 1783 {
1886 1784
1887 float 1785 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1787
1890 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1891 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)) ||
1892 (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)))
1893 diff /= 4.0; 1791 diff /= 4.0;
1920/* 1818/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1819 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1820 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
1924 */ 1822 */
1925
1926object * 1823object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1824present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1825{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1826 if (!m || out_of_map (m, x, y))
1933 { 1827 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1829 return NULL;
1936 } 1830 }
1937 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)
1938 if (tmp->arch == at) 1833 if (tmp->arch == at)
1939 return tmp; 1834 return tmp;
1835
1940 return NULL; 1836 return NULL;
1941} 1837}
1942 1838
1943/* 1839/*
1944 * present(type, map, x, y) searches for any objects with 1840 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1841 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1947 */ 1843 */
1948
1949object * 1844object *
1950present (unsigned char type, maptile *m, int x, int y) 1845present (unsigned char type, maptile *m, int x, int y)
1951{ 1846{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1847 if (out_of_map (m, x, y))
1956 { 1848 {
1957 LOG (llevError, "Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1850 return NULL;
1959 } 1851 }
1960 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)
1961 if (tmp->type == type) 1854 if (tmp->type == type)
1962 return tmp; 1855 return tmp;
1856
1963 return NULL; 1857 return NULL;
1964} 1858}
1965 1859
1966/* 1860/*
1967 * present_in_ob(type, object) searches for any objects with 1861 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1862 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1970 */ 1864 */
1971
1972object * 1865object *
1973present_in_ob (unsigned char type, const object *op) 1866present_in_ob (unsigned char type, const object *op)
1974{ 1867{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1869 if (tmp->type == type)
1980 return tmp; 1870 return tmp;
1871
1981 return NULL; 1872 return NULL;
1982} 1873}
1983 1874
1984/* 1875/*
1985 * present_in_ob (type, str, object) searches for any objects with 1876 * present_in_ob (type, str, object) searches for any objects with
1993 * 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
1994 * 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
1995 * 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
1996 * to be unique. 1887 * to be unique.
1997 */ 1888 */
1998
1999object * 1889object *
2000present_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)
2001{ 1891{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1894 return tmp;
2009 } 1895
2010 return NULL; 1896 return 0;
2011} 1897}
2012 1898
2013/* 1899/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1900 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1901 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2017 */ 1903 */
2018
2019object * 1904object *
2020present_arch_in_ob (const archetype *at, const object *op) 1905present_arch_in_ob (const archetype *at, const object *op)
2021{ 1906{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1908 if (tmp->arch == at)
2027 return tmp; 1909 return tmp;
1910
2028 return NULL; 1911 return NULL;
2029} 1912}
2030 1913
2031/* 1914/*
2032 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
2033 */ 1916 */
2034void 1917void
2035flag_inv (object *op, int flag) 1918flag_inv (object *op, int flag)
2036{ 1919{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1920 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1922 {
2043 SET_FLAG (tmp, flag); 1923 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1924 flag_inv (tmp, flag);
2045 } 1925 }
2046} /* 1926}
1927
1928/*
2047 * desactivate recursively a flag on an object inventory 1929 * deactivate recursively a flag on an object inventory
2048 */ 1930 */
2049void 1931void
2050unflag_inv (object *op, int flag) 1932unflag_inv (object *op, int flag)
2051{ 1933{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1934 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1936 {
2058 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
2060 } 1939 }
2061} 1940}
2064 * 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
2065 * all it's inventory (recursively). 1944 * all it's inventory (recursively).
2066 * 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
2067 * 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.
2068 */ 1947 */
2069
2070void 1948void
2071set_cheat (object *op) 1949set_cheat (object *op)
2072{ 1950{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1951 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1952 flag_inv (op, FLAG_WAS_WIZ);
2093 * 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
2094 * 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
2095 * 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
2096 * customized, changed states, etc. 1974 * customized, changed states, etc.
2097 */ 1975 */
2098
2099int 1976int
2100find_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)
2101{ 1978{
2102 int
2103 i,
2104 index = 0, flag; 1979 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 1980 int altern[SIZEOFFREE];
2107 1981
2108 for (i = start; i < stop; i++) 1982 for (int i = start; i < stop; i++)
2109 { 1983 {
2110 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]);
2111 if (!flag) 1985 if (!flag)
2112 altern[index++] = i; 1986 altern [index++] = i;
2113 1987
2114 /* 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.
2115 * 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.
2116 * 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 -
2117 * 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
2124 } 1998 }
2125 1999
2126 if (!index) 2000 if (!index)
2127 return -1; 2001 return -1;
2128 2002
2129 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2130} 2004}
2131 2005
2132/* 2006/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2135 * 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.
2136 * 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.
2137 */ 2011 */
2138
2139int 2012int
2140find_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)
2141{ 2014{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2015 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 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]))
2148 return i; 2017 return i;
2149 } 2018
2150 return -1; 2019 return -1;
2151} 2020}
2152 2021
2153/* 2022/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2023 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2024 * arr[begin..end-1].
2025 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2026 */
2157static void 2027static void
2158permute (int *arr, int begin, int end) 2028permute (int *arr, int begin, int end)
2159{ 2029{
2160 int 2030 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2031 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2032
2171 tmp = arr[i]; 2033 while (--end)
2172 arr[i] = arr[j]; 2034 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2035}
2176 2036
2177/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2179 * 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
2182 * 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.
2183 */ 2043 */
2184void 2044void
2185get_search_arr (int *search_arr) 2045get_search_arr (int *search_arr)
2186{ 2046{
2187 int 2047 int i;
2188 i;
2189 2048
2190 for (i = 0; i < SIZEOFFREE; i++) 2049 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2050 search_arr[i] = i;
2193 }
2194 2051
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2052 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2053 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2054 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2055}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2064 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * 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
2209 * 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
2210 * there is capable of. 2067 * there is capable of.
2211 */ 2068 */
2212
2213int 2069int
2214find_dir (maptile *m, int x, int y, object *exclude) 2070find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2071{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2072 int i, max = SIZEOFFREE, mflags;
2219 2073
2220 sint16 nx, ny; 2074 sint16 nx, ny;
2221 object * 2075 object *tmp;
2222 tmp;
2223 maptile * 2076 maptile *mp;
2224 mp;
2225 2077
2226 MoveType blocked, move_type; 2078 MoveType blocked, move_type;
2227 2079
2228 if (exclude && exclude->head) 2080 if (exclude && exclude->head)
2229 { 2081 {
2241 mp = m; 2093 mp = m;
2242 nx = x + freearr_x[i]; 2094 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2095 ny = y + freearr_y[i];
2244 2096
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2097 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098
2246 if (mflags & P_OUT_OF_MAP) 2099 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2100 max = maxfree[i];
2249 }
2250 else 2101 else
2251 { 2102 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2103 mapspace &ms = mp->at (nx, ny);
2104
2105 blocked = ms.move_block;
2253 2106
2254 if ((move_type & blocked) == move_type) 2107 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2108 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2109 else if (mflags & P_IS_ALIVE)
2259 { 2110 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2111 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2112 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2113 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2114 break;
2265 } 2115
2266 }
2267 if (tmp) 2116 if (tmp)
2268 {
2269 return freedir[i]; 2117 return freedir[i];
2270 }
2271 } 2118 }
2272 } 2119 }
2273 } 2120 }
2121
2274 return 0; 2122 return 0;
2275} 2123}
2276 2124
2277/* 2125/*
2278 * distance(object 1, object 2) will return the square of the 2126 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2127 * distance between the two given objects.
2280 */ 2128 */
2281
2282int 2129int
2283distance (const object *ob1, const object *ob2) 2130distance (const object *ob1, const object *ob2)
2284{ 2131{
2285 int
2286 i;
2287
2288 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);
2289 return i;
2290} 2133}
2291 2134
2292/* 2135/*
2293 * 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
2294 * 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
2295 * object, needs to travel toward it. 2138 * object, needs to travel toward it.
2296 */ 2139 */
2297
2298int 2140int
2299find_dir_2 (int x, int y) 2141find_dir_2 (int x, int y)
2300{ 2142{
2301 int 2143 int q;
2302 q;
2303 2144
2304 if (y) 2145 if (y)
2305 q = x * 100 / y; 2146 q = x * 100 / y;
2306 else if (x) 2147 else if (x)
2307 q = -300 * x; 2148 q = -300 * x;
2332 2173
2333 return 3; 2174 return 3;
2334} 2175}
2335 2176
2336/* 2177/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350}
2351
2352/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2180 */
2356
2357int 2181int
2358dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2359{ 2183{
2360 int 2184 int d;
2361 d;
2362 2185
2363 d = abs (dir1 - dir2); 2186 d = abs (dir1 - dir2);
2364 if (d > 4) 2187 if (d > 4)
2365 d = 8 - d; 2188 d = 8 - d;
2189
2366 return d; 2190 return d;
2367} 2191}
2368 2192
2369/* peterm: 2193/* peterm:
2370 * 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.
2373 * 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
2374 * 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.
2375 * 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
2376 * functions. 2200 * functions.
2377 */ 2201 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2202int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2203 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2204 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2205 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2206 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2207 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2255 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2256 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2257 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2258 * Modified to be map tile aware -.MSW
2437 */ 2259 */
2438
2439
2440int 2260int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2261can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2262{
2443 sint16 dx, dy; 2263 sint16 dx, dy;
2444 int
2445 mflags; 2264 int mflags;
2446 2265
2447 if (dir < 0) 2266 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2267 return 0; /* exit condition: invalid direction */
2449 2268
2450 dx = x + freearr_x[dir]; 2269 dx = x + freearr_x[dir];
2463 return 0; 2282 return 0;
2464 2283
2465 /* yes, can see. */ 2284 /* yes, can see. */
2466 if (dir < 9) 2285 if (dir < 9)
2467 return 1; 2286 return 1;
2287
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2288 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 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]);
2470} 2291}
2471
2472
2473 2292
2474/* 2293/*
2475 * 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
2476 * picked up by the picker. Returnes 1 if it can be 2295 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2296 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !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));
2491} 2310}
2492 2311
2493
2494/* 2312/*
2495 * create clone from object to another 2313 * create clone from object to another
2496 */ 2314 */
2497object * 2315object *
2498object_create_clone (object *asrc) 2316object_create_clone (object *asrc)
2517 { 2335 {
2518 dst = tmp; 2336 dst = tmp;
2519 tmp->head = 0; 2337 tmp->head = 0;
2520 } 2338 }
2521 else 2339 else
2522 {
2523 tmp->head = dst; 2340 tmp->head = dst;
2524 }
2525 2341
2526 tmp->more = 0; 2342 tmp->more = 0;
2527 2343
2528 if (prev) 2344 if (prev)
2529 prev->more = tmp; 2345 prev->more = tmp;
2533 2349
2534 for (item = src->inv; item; item = item->below) 2350 for (item = src->inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2536 2352
2537 return dst; 2353 return dst;
2538}
2539
2540/* GROS - Creates an object using a string representing its content. */
2541/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */
2546
2547object *
2548load_object_str (const char *obstr)
2549{
2550 object *op;
2551 char filename[MAX_BUF];
2552
2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554
2555 FILE *tempfile = fopen (filename, "w");
2556
2557 if (tempfile == NULL)
2558 {
2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2560 return NULL;
2561 }
2562
2563 fprintf (tempfile, obstr);
2564 fclose (tempfile);
2565
2566 op = object::create ();
2567
2568 object_thawer thawer (filename);
2569
2570 if (thawer)
2571 load_object (thawer, op, 0);
2572
2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574 CLEAR_FLAG (op, FLAG_REMOVED);
2575
2576 return op;
2577} 2354}
2578 2355
2579/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2357 * has the same type and subtype match.
2581 * returns NULL if no match. 2358 * returns NULL if no match.
2582 */ 2359 */
2583object * 2360object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2362{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2365 return tmp;
2591 2366
2592 return NULL; 2367 return 0;
2593} 2368}
2594 2369
2595/* 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,
2596 * otherwise return NULL. 2371 * otherwise return NULL.
2597 * 2372 *
2599 * do the desired thing. 2374 * do the desired thing.
2600 */ 2375 */
2601key_value * 2376key_value *
2602get_ob_key_link (const object *ob, const char *key) 2377get_ob_key_link (const object *ob, const char *key)
2603{ 2378{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2379 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2380 if (link->key == key)
2608 return link; 2381 return link;
2609 2382
2610 return NULL; 2383 return 0;
2611} 2384}
2612 2385
2613/* 2386/*
2614 * 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.
2615 * 2388 *
2655 * Returns TRUE on success. 2428 * Returns TRUE on success.
2656 */ 2429 */
2657int 2430int
2658set_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)
2659{ 2432{
2660 key_value *
2661 field = NULL, *last = NULL; 2433 key_value *field = NULL, *last = NULL;
2662 2434
2663 for (field = op->key_values; field != NULL; field = field->next) 2435 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2436 {
2665 if (field->key != canonical_key) 2437 if (field->key != canonical_key)
2666 { 2438 {
2694 /* IF we get here, key doesn't exist */ 2466 /* IF we get here, key doesn't exist */
2695 2467
2696 /* No field, we'll have to add it. */ 2468 /* No field, we'll have to add it. */
2697 2469
2698 if (!add_key) 2470 if (!add_key)
2699 {
2700 return FALSE; 2471 return FALSE;
2701 } 2472
2702 /* There isn't any good reason to store a null 2473 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2474 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2475 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2476 * be here. If user wants to store empty strings,
2706 * should pass in "" 2477 * should pass in ""
2755 } 2526 }
2756 else 2527 else
2757 item = item->env; 2528 item = item->env;
2758} 2529}
2759 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
2760// 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
2761const char * 2561const char *
2762object::debug_desc (char *info) const 2562object::debug_desc (char *info) const
2763{ 2563{
2564 char flagdesc[512];
2764 char info2[256 * 3]; 2565 char info2[256 * 4];
2765 char *p = info; 2566 char *p = info;
2766 2567
2767 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}",
2768 count, 2569 count, uuid.seq,
2769 &name, 2570 &name,
2770 title ? " " : "", 2571 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2572 title ? (const char *)title : "",
2573 flag_desc (flagdesc, 512), type);
2772 2574
2773 if (env) 2575 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2577
2776 if (map) 2578 if (map)
2777 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);
2778 2580
2779 return info; 2581 return info;
2780} 2582}
2781 2583
2782const char * 2584const char *
2783object::debug_desc () const 2585object::debug_desc () const
2784{ 2586{
2785 static char info[256 * 3]; 2587 static char info[256 * 4];
2786 return debug_desc (info); 2588 return debug_desc (info);
2787} 2589}
2788 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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