ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.134 by pippijn, Thu Mar 1 12:28:16 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;
725
726 if (op == NULL) 611 if (op == NULL)
727 { 612 {
728 /* this should never happen */ 613 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 615 return;
731 } 616 }
732 617
733 if (op->env != NULL) 618 if (op->env)
734 { 619 {
735 /* Animation is currently handled by client, so nothing 620 /* Animation is currently handled by client, so nothing
736 * to do in this case. 621 * to do in this case.
737 */ 622 */
738 return; 623 return;
743 */ 628 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 629 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 630 return;
746 631
747 /* make sure the object is within map boundaries */ 632 /* 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)) 633 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 634 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 635 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 636#ifdef MANY_CORES
752 abort (); 637 abort ();
753#endif 638#endif
754 return; 639 return;
755 } 640 }
756 641
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 642 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);
763 643
644 if (!(m.flags_ & P_UPTODATE))
645 /* nop */;
764 if (action == UP_OBJ_INSERT) 646 else if (action == UP_OBJ_INSERT)
765 { 647 {
648 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 649 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)) 650 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 651 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 652 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
653 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 654 || (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) 655 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 656 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 657 || (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 658 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 659 * to have move_allow right now.
789 */ 660 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 661 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 662 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 663 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 664 }
796
797 /* if the object is being removed, we can't make intelligent 665 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 666 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 667 * that is being removed.
800 */ 668 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 670 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 671 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 672 /* Nothing to do for that case */ ;
805 else 673 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 674 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 675
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) 676 if (op->more)
815 update_object (op->more, action); 677 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} 678}
833 679
834object::object () 680object::object ()
835{ 681{
836 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 685 face = blank_face;
840} 686}
841 687
842object::~object () 688object::~object ()
843{ 689{
690 unlink ();
691
844 free_key_values (this); 692 free_key_values (this);
845} 693}
846 694
695static int object_count;
696
847void object::link () 697void object::link ()
848{ 698{
849 count = ++ob_count; 699 assert (!index);//D
850 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
851 702
852 prev = 0; 703 refcnt_inc ();
853 next = object::first; 704 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 705}
860 706
861void object::unlink () 707void object::unlink ()
862{ 708{
863 if (this == object::first) 709 if (!index)
864 object::first = next; 710 return;
865 711
866 /* Remove this object from the list of used objects */ 712 objects.erase (this);
867 if (prev) prev->next = next; 713 refcnt_dec ();
868 if (next) next->prev = prev; 714}
869 715
870 prev = 0; 716void
871 next = 0; 717object::activate ()
718{
719 /* If already on active list, don't do anything */
720 if (active)
721 return;
722
723 if (has_active_speed ())
724 actives.insert (this);
725}
726
727void
728object::activate_recursive ()
729{
730 activate ();
731
732 for (object *op = inv; op; op = op->below)
733 op->activate_recursive ();
734}
735
736/* This function removes object 'op' from the list of active
737 * objects.
738 * This should only be used for style maps or other such
739 * reference maps where you don't want an object that isn't
740 * in play chewing up cpu time getting processed.
741 * The reverse of this is to call update_ob_speed, which
742 * will do the right thing based on the speed of the object.
743 */
744void
745object::deactivate ()
746{
747 /* If not on the active list, nothing needs to be done */
748 if (!active)
749 return;
750
751 actives.erase (this);
752}
753
754void
755object::deactivate_recursive ()
756{
757 for (object *op = inv; op; op = op->below)
758 op->deactivate_recursive ();
759
760 deactivate ();
761}
762
763void
764object::set_flag_inv (int flag, int value)
765{
766 for (object *op = inv; op; op = op->below)
767 {
768 op->flag [flag] = value;
769 op->set_flag_inv (flag, value);
770 }
771}
772
773/*
774 * Remove and free all objects in the inventory of the given object.
775 * object.c ?
776 */
777void
778object::destroy_inv (bool drop_to_ground)
779{
780 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory,
784 // cf will crash below with off-map x and y
785 if (!inv)
786 return;
787
788 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects
790 * drop on that space.
791 */
792 if (!drop_to_ground
793 || !map
794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
796 || ms ().move_block == MOVE_ALL)
797 {
798 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy ();
802 }
803 }
804 else
805 { /* Put objects in inventory onto this space */
806 while (inv)
807 {
808 object *op = inv;
809
810 if (op->flag [FLAG_STARTEQUIP]
811 || op->flag [FLAG_NO_DROP]
812 || op->type == RUNE
813 || op->type == TRAP
814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy ();
817 else
818 map->insert (op, x, y);
819 }
820 }
872} 821}
873 822
874object *object::create () 823object *object::create ()
875{ 824{
876 object *op = new object; 825 object *op = new object;
877 op->link (); 826 op->link ();
878 return op; 827 return op;
879} 828}
880 829
881/* 830void
882 * free_object() frees everything allocated by an object, removes 831object::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{ 832{
893 if (QUERY_FLAG (this, FLAG_FREED)) 833 attachable::do_destroy ();
894 return;
895 834
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 835 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this);
837
838 if (flag [FLAG_FRIENDLY])
839 {
897 remove_friendly_object (this); 840 remove_friendly_object (this);
898 841
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
900 remove (); 850 remove ();
901 851
902 SET_FLAG (this, FLAG_FREED); 852 destroy_inv (true);
903 853
904 if (more) 854 deactivate ();
905 { 855 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909 856
910 if (inv) 857 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 }
951 858
952 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
953 { 860 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 862
959 866
960 freed_map->name = "/internal/freed_objects_map"; 867 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 868 freed_map->width = 3;
962 freed_map->height = 3; 869 freed_map->height = 3;
963 870
964 freed_map->allocate (); 871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
965 } 873 }
966 874
967 map = freed_map; 875 map = freed_map;
968 x = 1; 876 x = 1;
969 y = 1; 877 y = 1;
970 } 878 }
971 879
880 head = 0;
881
882 if (more)
883 {
884 more->destroy ();
885 more = 0;
886 }
887
972 // clear those pointers that likely might have circular references to us 888 // clear those pointers that likely might have circular references to us
973 owner = 0; 889 owner = 0;
974 enemy = 0; 890 enemy = 0;
975 attacked_by = 0; 891 attacked_by = 0;
892}
976 893
977 // only relevant for players(?), but make sure of it anyways 894void
978 contr = 0; 895object::destroy (bool destroy_inventory)
896{
897 if (destroyed ())
898 return;
979 899
980 /* Remove object from the active list */ 900 if (destroy_inventory)
981 speed = 0; 901 destroy_inv (false);
982 update_ob_speed (this);
983 902
984 unlink (); 903 attachable::destroy ();
985
986 mortals.push_back (this);
987} 904}
988 905
989/* 906/*
990 * sub_weight() recursively (outwards) subtracts a number from the 907 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 908 * 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 924 * 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 925 * which it is currently tied to. When this function is done, the
1009 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 928 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 929 */
1014void 930void
1015object::remove () 931object::do_remove ()
1016{ 932{
1017 object *tmp, *last = 0; 933 object *tmp, *last = 0;
1018 object *otmp; 934 object *otmp;
1019 935
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 937 return;
1024 938
1025 SET_FLAG (this, FLAG_REMOVED); 939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this);
1026 941
1027 if (more) 942 if (more)
1028 more->remove (); 943 more->remove ();
1029 944
1030 /* 945 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 956 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 957 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 958 * to save cpu time.
1044 */ 959 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 961 otmp->update_stats ();
1047 962
1048 if (above != NULL) 963 if (above)
1049 above->below = below; 964 above->below = below;
1050 else 965 else
1051 env->inv = below; 966 env->inv = below;
1052 967
1053 if (below != NULL) 968 if (below)
1054 below->above = above; 969 below->above = above;
1055 970
1056 /* we set up values so that it could be inserted into 971 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 972 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 973 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 977 above = 0, below = 0;
1063 env = 0; 978 env = 0;
1064 } 979 }
1065 else if (map) 980 else if (map)
1066 { 981 {
1067 /* Re did the following section of code - it looks like it had 982 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995 mapspace &ms = this->ms ();
1070 996
1071 /* link the object above us */ 997 /* link the object above us */
1072 if (above) 998 if (above)
1073 above->below = below; 999 above->below = below;
1074 else 1000 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
1076 1002
1077 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1078 if (below) 1004 if (below)
1079 below->above = above; 1005 below->above = above;
1080 else 1006 else
1082 /* Nothing below, which means we need to relink map object for this space 1008 /* 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 1009 * use translated coordinates in case some oddness with map tiling is
1084 * evident 1010 * evident
1085 */ 1011 */
1086 if (GET_MAP_OB (map, x, y) != this) 1012 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); 1013 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 1014
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
1098 } 1016 }
1099 1017
1100 above = 0; 1018 above = 0;
1101 below = 0; 1019 below = 0;
1102 1020
1103 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1104 return; 1022 return;
1105 1023
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1025
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1027 {
1110 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1111 * being removed. 1029 * being removed.
1112 */ 1030 */
1113 1031
1117 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1118 * appropriately. 1036 * appropriately.
1119 */ 1037 */
1120 if (tmp->container == this) 1038 if (tmp->container == this)
1121 { 1039 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1041 tmp->container = 0;
1124 } 1042 }
1125 1043
1044 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1045 tmp->contr->ns->floorbox_update ();
1127 } 1046 }
1128 1047
1129 /* See if player moving off should effect something */ 1048 /* See if object moving off should effect something */
1130 if (check_walk_off 1049 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1050 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1052 {
1134 move_apply (tmp, this, 0); 1053 move_apply (tmp, this, 0);
1136 if (destroyed ()) 1055 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1057 }
1139 1058
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141 1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1142 if (tmp->above == tmp) 1061 if (tmp->above == tmp)
1143 tmp->above = 0; 1062 tmp->above = 0;
1144 1063
1145 last = tmp; 1064 last = tmp;
1146 } 1065 }
1147 1066
1148 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1069 if (!last)
1150 { 1070 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 1071 else
1160 update_object (last, UP_OBJ_REMOVE); 1072 update_object (last, UP_OBJ_REMOVE);
1161 1073
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1075 update_all_los (map, x, y);
1164 } 1076 }
1165} 1077}
1166 1078
1167/* 1079/*
1176merge_ob (object *op, object *top) 1088merge_ob (object *op, object *top)
1177{ 1089{
1178 if (!op->nrof) 1090 if (!op->nrof)
1179 return 0; 1091 return 0;
1180 1092
1181 if (top == NULL) 1093 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1094 for (top = op; top && top->above; top = top->above)
1095 ;
1183 1096
1184 for (; top != NULL; top = top->below) 1097 for (; top; top = top->below)
1185 { 1098 {
1186 if (top == op) 1099 if (top == op)
1187 continue; 1100 continue;
1188 1101
1189 if (object::can_merge (op, top)) 1102 if (object::can_merge (op, top))
1199 1112
1200 return 0; 1113 return 0;
1201} 1114}
1202 1115
1203/* 1116/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1206 */ 1119 */
1207object * 1120object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1122{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1124 {
1217 tmp->x = x + tmp->arch->clone.x; 1125 tmp->x = x + tmp->arch->clone.x;
1218 tmp->y = y + tmp->arch->clone.y; 1126 tmp->y = y + tmp->arch->clone.y;
1219 } 1127 }
1220 1128
1239 * Return value: 1147 * Return value:
1240 * new object if 'op' was merged with other object 1148 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1149 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1150 * just 'op' otherwise
1243 */ 1151 */
1244
1245object * 1152object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1154{
1248 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1249 sint16 x, y;
1250 1156
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1252 { 1158 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1160 return NULL;
1255 } 1161 }
1256 1162
1257 if (m == NULL) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1167
1168 if (!m)
1258 { 1169 {
1259 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump); 1172 free (dump);
1262 return op; 1173 return op;
1275#endif 1186#endif
1276 free (dump); 1187 free (dump);
1277 return op; 1188 return op;
1278 } 1189 }
1279 1190
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; 1191 if (object *more = op->more)
1293 1192 {
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) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1310 { 1194 {
1311 if (!op->head) 1195 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313 1197
1314 return NULL; 1198 return 0;
1315 } 1199 }
1316 } 1200 }
1317 1201
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1202 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1203
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* 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 1205 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1206 * need extra work
1323 */ 1207 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1209 return 0;
1326 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1327 1213
1328 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1329 */ 1215 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1333 { 1219 {
1334 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1221 tmp->destroy ();
1336 } 1222 }
1353 op->below = originator->below; 1239 op->below = originator->below;
1354 1240
1355 if (op->below) 1241 if (op->below)
1356 op->below->above = op; 1242 op->below->above = op;
1357 else 1243 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1244 ms.bot = op;
1359 1245
1360 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1361 originator->below = op; 1247 originator->below = op;
1362 } 1248 }
1363 else 1249 else
1364 { 1250 {
1251 top = ms.bot;
1252
1365 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1367 { 1255 {
1368 object *last = NULL; 1256 object *last = 0;
1369 1257
1370 /* 1258 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1259 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1260 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1261 * 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 1265 * 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 1266 * 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 1267 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1381 */ 1269 */
1382 1270 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1271 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1273 floor = top;
1387 1274
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1275 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; 1278 top = top->below;
1392 break; 1279 break;
1393 } 1280 }
1394 1281
1395 last = top; 1282 last = top;
1396 top = top->above;
1397 } 1283 }
1398 1284
1399 /* Don't want top to be NULL, so set it to the last valid object */ 1285 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last; 1286 top = last;
1401 1287
1408 * Unless those objects are exits, type 66 1294 * Unless those objects are exits, type 66
1409 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1297 * stacking is a bit odd.
1412 */ 1298 */
1413 if (!(flag & INS_ON_TOP) && 1299 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)) 1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility))
1415 { 1302 {
1416 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1305 break;
1306
1419 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1308 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1310 * set top to the object below us.
1423 */ 1311 */
1425 top = last->below; 1313 top = last->below;
1426 } 1314 }
1427 } /* If objects on this space */ 1315 } /* If objects on this space */
1428 1316
1429 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1431 1319
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1321 top = floor;
1434 1322
1435 /* Top is the object that our object (op) is going to get inserted above. 1323 /* Top is the object that our object (op) is going to get inserted above.
1436 */ 1324 */
1437 1325
1438 /* First object on this space */ 1326 /* First object on this space */
1439 if (!top) 1327 if (!top)
1440 { 1328 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1442 1330
1443 if (op->above) 1331 if (op->above)
1444 op->above->below = op; 1332 op->above->below = op;
1445 1333
1446 op->below = NULL; 1334 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1335 ms.bot = op;
1448 } 1336 }
1449 else 1337 else
1450 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1451 op->above = top->above; 1339 op->above = top->above;
1452 1340
1455 1343
1456 op->below = top; 1344 op->below = top;
1457 top->above = op; 1345 top->above = op;
1458 } 1346 }
1459 1347
1460 if (op->above == NULL) 1348 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1349 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1463 1351
1464 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1353 {
1465 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1355 ++op->map->players;
1356 op->map->touch ();
1357 }
1358
1359 op->map->dirty = true;
1466 1360
1467 /* If we have a floor, we know the player, if any, will be above 1361 /* 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. 1362 * it, so save a few ticks and start from there.
1469 */ 1363 */
1470 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1365 if (object *pl = ms.player ())
1472 if (tmp->type == PLAYER) 1366 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1474 1368
1475 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1370 * 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 1371 * 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 1372 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1373 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1374 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1375 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1376 * of effect may be sufficient.
1483 */ 1377 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1378 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1379 update_all_los (op->map, op->x, op->y);
1486 1380
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1381 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1382 update_object (op, UP_OBJ_INSERT);
1383
1384 INVOKE_OBJECT (INSERT, op);
1489 1385
1490 /* Don't know if moving this to the end will break anything. However, 1386 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1387 * we want to have floorbox_update called before calling this.
1492 * 1388 *
1493 * check_move_on() must be after this because code called from 1389 * check_move_on() must be after this because code called from
1498 1394
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1395 /* 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) 1396 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1397 {
1502 if (check_move_on (op, originator)) 1398 if (check_move_on (op, originator))
1503 return NULL; 1399 return 0;
1504 1400
1505 /* If we are a multi part object, lets work our way through the check 1401 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1402 * walk on's.
1507 */ 1403 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1405 if (check_move_on (tmp, originator))
1510 return NULL; 1406 return 0;
1511 } 1407 }
1512 1408
1513 return op; 1409 return op;
1514} 1410}
1515 1411
1516/* this function inserts an object in the map, but if it 1412/* 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. 1413 * 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. 1414 * op is the object to insert it under: supplies x and the map.
1519 */ 1415 */
1520void 1416void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1417replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1418{
1523 object * 1419 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1420
1528 /* first search for itself and remove any old instances */ 1421 /* first search for itself and remove any old instances */
1529 1422
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1532 tmp->destroy (); 1425 tmp->destroy ();
1533 1426
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1427 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1428
1536 tmp1->x = op->x; 1429 tmp1->x = op->x;
1537 tmp1->y = op->y; 1430 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1432}
1433
1434// XXX: function not returning object*
1435object *
1436object::insert_at (object *where, object *originator, int flags)
1437{
1438 where->map->insert (this, where->x, where->y, originator, flags);
1539} 1439}
1540 1440
1541/* 1441/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1442 * 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 1443 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1444 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1445 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1446 * global static errmsg array.
1547 */ 1447 */
1548
1549object * 1448object *
1550get_split_ob (object *orig_ob, uint32 nr) 1449get_split_ob (object *orig_ob, uint32 nr)
1551{ 1450{
1552 object *newob; 1451 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1589 1488
1590object * 1489object *
1591decrease_ob_nr (object *op, uint32 i) 1490decrease_ob_nr (object *op, uint32 i)
1592{ 1491{
1593 object *tmp; 1492 object *tmp;
1594 player *pl;
1595 1493
1596 if (i == 0) /* objects with op->nrof require this check */ 1494 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1495 return op;
1598 1496
1599 if (i > op->nrof) 1497 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1510 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1511 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1512 * and then searching the map for a player.
1615 */ 1513 */
1616 if (!tmp) 1514 if (!tmp)
1617 { 1515 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1516 if (pl->ob->container == op->env)
1620 { 1517 {
1621 tmp = pl->ob; 1518 tmp = pl->ob;
1622 break; 1519 break;
1623 } 1520 }
1624 }
1625 1521
1626 if (i < op->nrof) 1522 if (i < op->nrof)
1627 { 1523 {
1628 sub_weight (op->env, op->weight * i); 1524 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1525 op->nrof -= i;
1765 add_weight (this, (op->weight + op->carrying)); 1661 add_weight (this, (op->weight + op->carrying));
1766 1662
1767 otmp = this->in_player (); 1663 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1664 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1666 otmp->update_stats ();
1771 1667
1772 op->map = 0; 1668 op->map = 0;
1773 op->env = this; 1669 op->env = this;
1774 op->above = 0; 1670 op->above = 0;
1775 op->below = 0; 1671 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1675 if ((op->glow_radius != 0) && map)
1780 { 1676 {
1781#ifdef DEBUG_LIGHTS 1677#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1679#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1680 if (map->darkness)
1785 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1786 } 1682 }
1787 1683
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1684 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1685 * It sure simplifies this function...
1794 { 1690 {
1795 op->below = inv; 1691 op->below = inv;
1796 op->below->above = op; 1692 op->below->above = op;
1797 inv = op; 1693 inv = op;
1798 } 1694 }
1695
1696 INVOKE_OBJECT (INSERT, this);
1799 1697
1800 return op; 1698 return op;
1801} 1699}
1802 1700
1803/* 1701/*
1818 * 1716 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1717 * 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 1718 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1719 * on top.
1822 */ 1720 */
1823
1824int 1721int
1825check_move_on (object *op, object *originator) 1722check_move_on (object *op, object *originator)
1826{ 1723{
1827 object *tmp; 1724 object *tmp;
1828 maptile *m = op->map; 1725 maptile *m = op->map;
1855 1752
1856 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1858 */ 1755 */
1859 1756
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1758 {
1862 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1761 * we don't need to check all of them.
1865 */ 1762 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 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)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1782 {
1886 1783
1887 float 1784 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1786
1890 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 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))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1790 diff /= 4.0;
1920/* 1817/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1818 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1819 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1924 */ 1821 */
1925
1926object * 1822object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1824{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1933 { 1826 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1828 return NULL;
1936 } 1829 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1938 if (tmp->arch == at) 1832 if (tmp->arch == at)
1939 return tmp; 1833 return tmp;
1834
1940 return NULL; 1835 return NULL;
1941} 1836}
1942 1837
1943/* 1838/*
1944 * present(type, map, x, y) searches for any objects with 1839 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1840 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
1947 */ 1842 */
1948
1949object * 1843object *
1950present (unsigned char type, maptile *m, int x, int y) 1844present (unsigned char type, maptile *m, int x, int y)
1951{ 1845{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1846 if (out_of_map (m, x, y))
1956 { 1847 {
1957 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1849 return NULL;
1959 } 1850 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1851
1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1853 if (tmp->type == type)
1962 return tmp; 1854 return tmp;
1855
1963 return NULL; 1856 return NULL;
1964} 1857}
1965 1858
1966/* 1859/*
1967 * present_in_ob(type, object) searches for any objects with 1860 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1861 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1970 */ 1863 */
1971
1972object * 1864object *
1973present_in_ob (unsigned char type, const object *op) 1865present_in_ob (unsigned char type, const object *op)
1974{ 1866{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1868 if (tmp->type == type)
1980 return tmp; 1869 return tmp;
1870
1981 return NULL; 1871 return NULL;
1982} 1872}
1983 1873
1984/* 1874/*
1985 * present_in_ob (type, str, object) searches for any objects with 1875 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1883 * 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 1884 * 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 1885 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1886 * to be unique.
1997 */ 1887 */
1998
1999object * 1888object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1889present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1890{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1892 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1893 return tmp;
2009 } 1894
2010 return NULL; 1895 return 0;
2011} 1896}
2012 1897
2013/* 1898/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1899 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1900 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
2017 */ 1902 */
2018
2019object * 1903object *
2020present_arch_in_ob (const archetype *at, const object *op) 1904present_arch_in_ob (const archetype *at, const object *op)
2021{ 1905{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1907 if (tmp->arch == at)
2027 return tmp; 1908 return tmp;
1909
2028 return NULL; 1910 return NULL;
2029} 1911}
2030 1912
2031/* 1913/*
2032 * activate recursively a flag on an object inventory 1914 * activate recursively a flag on an object inventory
2033 */ 1915 */
2034void 1916void
2035flag_inv (object *op, int flag) 1917flag_inv (object *op, int flag)
2036{ 1918{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1919 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1921 {
2043 SET_FLAG (tmp, flag); 1922 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1923 flag_inv (tmp, flag);
2045 } 1924 }
2046} /* 1925}
1926
1927/*
2047 * desactivate recursively a flag on an object inventory 1928 * deactivate recursively a flag on an object inventory
2048 */ 1929 */
2049void 1930void
2050unflag_inv (object *op, int flag) 1931unflag_inv (object *op, int flag)
2051{ 1932{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1933 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1935 {
2058 CLEAR_FLAG (tmp, flag); 1936 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1937 unflag_inv (tmp, flag);
2060 } 1938 }
2061} 1939}
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively). 1943 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for 1944 * 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. 1945 * him/her-self and all object carried by a call to this function.
2068 */ 1946 */
2069
2070void 1947void
2071set_cheat (object *op) 1948set_cheat (object *op)
2072{ 1949{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1950 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1951 flag_inv (op, FLAG_WAS_WIZ);
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1970 * 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 1971 * 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 1972 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1973 * customized, changed states, etc.
2097 */ 1974 */
2098
2099int 1975int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 1977{
2102 int
2103 i,
2104 index = 0, flag; 1978 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 1979 int altern[SIZEOFFREE];
2107 1980
2108 for (i = start; i < stop; i++) 1981 for (int i = start; i < stop; i++)
2109 { 1982 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 1984 if (!flag)
2112 altern[index++] = i; 1985 altern [index++] = i;
2113 1986
2114 /* Basically, if we find a wall on a space, we cut down the search size. 1987 /* 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. 1988 * 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 - 1989 * 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 1990 * if the space being examined only has a wall to the north and empty
2124 } 1997 }
2125 1998
2126 if (!index) 1999 if (!index)
2127 return -1; 2000 return -1;
2128 2001
2129 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2130} 2003}
2131 2004
2132/* 2005/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2008 * 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. 2009 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2010 */
2138
2139int 2011int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2012find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2013{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2014 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2016 return i;
2149 } 2017
2150 return -1; 2018 return -1;
2151} 2019}
2152 2020
2153/* 2021/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2022 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2023 * arr[begin..end-1].
2024 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2025 */
2157static void 2026static void
2158permute (int *arr, int begin, int end) 2027permute (int *arr, int begin, int end)
2159{ 2028{
2160 int 2029 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2030 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2031
2171 tmp = arr[i]; 2032 while (--end)
2172 arr[i] = arr[j]; 2033 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2034}
2176 2035
2177/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2037 * 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 2038 * 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. 2041 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2042 */
2184void 2043void
2185get_search_arr (int *search_arr) 2044get_search_arr (int *search_arr)
2186{ 2045{
2187 int 2046 int i;
2188 i;
2189 2047
2190 for (i = 0; i < SIZEOFFREE; i++) 2048 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2049 search_arr[i] = i;
2193 }
2194 2050
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2051 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2052 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2053 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2054}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2063 * 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 2064 * 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 2065 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2066 * there is capable of.
2211 */ 2067 */
2212
2213int 2068int
2214find_dir (maptile *m, int x, int y, object *exclude) 2069find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2070{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2071 int i, max = SIZEOFFREE, mflags;
2219 2072
2220 sint16 nx, ny; 2073 sint16 nx, ny;
2221 object * 2074 object *tmp;
2222 tmp;
2223 maptile * 2075 maptile *mp;
2224 mp;
2225 2076
2226 MoveType blocked, move_type; 2077 MoveType blocked, move_type;
2227 2078
2228 if (exclude && exclude->head) 2079 if (exclude && exclude->head)
2229 { 2080 {
2241 mp = m; 2092 mp = m;
2242 nx = x + freearr_x[i]; 2093 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2094 ny = y + freearr_y[i];
2244 2095
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2097
2246 if (mflags & P_OUT_OF_MAP) 2098 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2099 max = maxfree[i];
2249 }
2250 else 2100 else
2251 { 2101 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2102 mapspace &ms = mp->at (nx, ny);
2103
2104 blocked = ms.move_block;
2253 2105
2254 if ((move_type & blocked) == move_type) 2106 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2107 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2108 else if (mflags & P_IS_ALIVE)
2259 { 2109 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2110 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2111 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))) 2112 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2113 break;
2265 } 2114
2266 }
2267 if (tmp) 2115 if (tmp)
2268 {
2269 return freedir[i]; 2116 return freedir[i];
2270 }
2271 } 2117 }
2272 } 2118 }
2273 } 2119 }
2120
2274 return 0; 2121 return 0;
2275} 2122}
2276 2123
2277/* 2124/*
2278 * distance(object 1, object 2) will return the square of the 2125 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2126 * distance between the two given objects.
2280 */ 2127 */
2281
2282int 2128int
2283distance (const object *ob1, const object *ob2) 2129distance (const object *ob1, const object *ob2)
2284{ 2130{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2132}
2291 2133
2292/* 2134/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2135 * 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 2136 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2137 * object, needs to travel toward it.
2296 */ 2138 */
2297
2298int 2139int
2299find_dir_2 (int x, int y) 2140find_dir_2 (int x, int y)
2300{ 2141{
2301 int 2142 int q;
2302 q;
2303 2143
2304 if (y) 2144 if (y)
2305 q = x * 100 / y; 2145 q = x * 100 / y;
2306 else if (x) 2146 else if (x)
2307 q = -300 * x; 2147 q = -300 * x;
2332 2172
2333 return 3; 2173 return 3;
2334} 2174}
2335 2175
2336/* 2176/*
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 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2179 */
2356
2357int 2180int
2358dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2359{ 2182{
2360 int 2183 int d;
2361 d;
2362 2184
2363 d = abs (dir1 - dir2); 2185 d = abs (dir1 - dir2);
2364 if (d > 4) 2186 if (d > 4)
2365 d = 8 - d; 2187 d = 8 - d;
2188
2366 return d; 2189 return d;
2367} 2190}
2368 2191
2369/* peterm: 2192/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2193 * 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 2196 * 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. 2197 * 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 2198 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2199 * functions.
2377 */ 2200 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2201int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2202 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2203 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2204 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2205 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2206 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2254 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2255 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2256 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2257 * Modified to be map tile aware -.MSW
2437 */ 2258 */
2438
2439
2440int 2259int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2260can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2261{
2443 sint16 dx, dy; 2262 sint16 dx, dy;
2444 int
2445 mflags; 2263 int mflags;
2446 2264
2447 if (dir < 0) 2265 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2266 return 0; /* exit condition: invalid direction */
2449 2267
2450 dx = x + freearr_x[dir]; 2268 dx = x + freearr_x[dir];
2463 return 0; 2281 return 0;
2464 2282
2465 /* yes, can see. */ 2283 /* yes, can see. */
2466 if (dir < 9) 2284 if (dir < 9)
2467 return 1; 2285 return 1;
2286
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2287 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]); 2288 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2289 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2290}
2471
2472
2473 2291
2474/* 2292/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2293 * 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 2294 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2295 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2307 (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)); 2308 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2309}
2492 2310
2493
2494/* 2311/*
2495 * create clone from object to another 2312 * create clone from object to another
2496 */ 2313 */
2497object * 2314object *
2498object_create_clone (object *asrc) 2315object_create_clone (object *asrc)
2517 { 2334 {
2518 dst = tmp; 2335 dst = tmp;
2519 tmp->head = 0; 2336 tmp->head = 0;
2520 } 2337 }
2521 else 2338 else
2522 {
2523 tmp->head = dst; 2339 tmp->head = dst;
2524 }
2525 2340
2526 tmp->more = 0; 2341 tmp->more = 0;
2527 2342
2528 if (prev) 2343 if (prev)
2529 prev->more = tmp; 2344 prev->more = tmp;
2533 2348
2534 for (item = src->inv; item; item = item->below) 2349 for (item = src->inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2536 2351
2537 return dst; 2352 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} 2353}
2578 2354
2579/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2356 * has the same type and subtype match.
2581 * returns NULL if no match. 2357 * returns NULL if no match.
2582 */ 2358 */
2583object * 2359object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2360find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2361{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2362 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2363 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2364 return tmp;
2591 2365
2592 return NULL; 2366 return 0;
2593} 2367}
2594 2368
2595/* If ob has a field named key, return the link from the list, 2369/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2370 * otherwise return NULL.
2597 * 2371 *
2599 * do the desired thing. 2373 * do the desired thing.
2600 */ 2374 */
2601key_value * 2375key_value *
2602get_ob_key_link (const object *ob, const char *key) 2376get_ob_key_link (const object *ob, const char *key)
2603{ 2377{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2378 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2379 if (link->key == key)
2608 return link; 2380 return link;
2609 2381
2610 return NULL; 2382 return 0;
2611} 2383}
2612 2384
2613/* 2385/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2386 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2387 *
2655 * Returns TRUE on success. 2427 * Returns TRUE on success.
2656 */ 2428 */
2657int 2429int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2431{
2660 key_value *
2661 field = NULL, *last = NULL; 2432 key_value *field = NULL, *last = NULL;
2662 2433
2663 for (field = op->key_values; field != NULL; field = field->next) 2434 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2435 {
2665 if (field->key != canonical_key) 2436 if (field->key != canonical_key)
2666 { 2437 {
2694 /* IF we get here, key doesn't exist */ 2465 /* IF we get here, key doesn't exist */
2695 2466
2696 /* No field, we'll have to add it. */ 2467 /* No field, we'll have to add it. */
2697 2468
2698 if (!add_key) 2469 if (!add_key)
2699 {
2700 return FALSE; 2470 return FALSE;
2701 } 2471
2702 /* There isn't any good reason to store a null 2472 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2473 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2474 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2475 * be here. If user wants to store empty strings,
2706 * should pass in "" 2476 * should pass in ""
2755 } 2525 }
2756 else 2526 else
2757 item = item->env; 2527 item = item->env;
2758} 2528}
2759 2529
2530
2531const char *
2532object::flag_desc (char *desc, int len) const
2533{
2534 char *p = desc;
2535 bool first = true;
2536
2537 *p = 0;
2538
2539 for (int i = 0; i < NUM_FLAGS; i++)
2540 {
2541 if (len <= 10) // magic constant!
2542 {
2543 snprintf (p, len, ",...");
2544 break;
2545 }
2546
2547 if (flag [i])
2548 {
2549 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 len -= cnt;
2551 p += cnt;
2552 first = false;
2553 }
2554 }
2555
2556 return desc;
2557}
2558
2760// return a suitable string describing an objetc in enough detail to find it 2559// return a suitable string describing an object in enough detail to find it
2761const char * 2560const char *
2762object::debug_desc (char *info) const 2561object::debug_desc (char *info) const
2763{ 2562{
2563 char flagdesc[512];
2764 char info2[256 * 3]; 2564 char info2[256 * 4];
2765 char *p = info; 2565 char *p = info;
2766 2566
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2768 count, 2568 count, uuid.seq,
2769 &name, 2569 &name,
2770 title ? " " : "", 2570 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2772 2573
2773 if (env) 2574 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2576
2776 if (map) 2577 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2579
2779 return info; 2580 return info;
2780} 2581}
2781 2582
2782const char * 2583const char *
2783object::debug_desc () const 2584object::debug_desc () const
2784{ 2585{
2785 static char info[256 * 3]; 2586 static char info[256 * 4];
2786 return debug_desc (info); 2587 return debug_desc (info);
2787} 2588}
2788 2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines