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 1.76 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short 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 47 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}; 48};
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, 49short 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 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 224
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 227
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 229 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 230 || ob1->name != ob2->name
229 || ob1->title != ob2->title 231 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 232 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 233 || ob1->weight != ob2->weight
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 3); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
455/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 476 * refcounts and freeing the links.
457 */ 477 */
458static void 478static void
459free_key_values (object *op) 479free_key_values (object *op)
460{ 480{
461 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
462 { 482 {
463 key_value *next = i->next; 483 key_value *next = i->next;
464 delete i; 484 delete i;
465 485
466 i = next; 486 i = next;
467 } 487 }
468 488
469 op->key_values = 0; 489 op->key_values = 0;
470} 490}
471 491
472void object::clear () 492object &
493object::operator =(const object &src)
473{ 494{
474 attachable_base::clear (); 495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
475 497
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/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 498 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 499
531 if (self || cb) 500 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 501 flag [FLAG_REMOVED] = is_removed;
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 502
543 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
544 if (key_values) 504 if (src.key_values)
545 { 505 {
546 key_value *tail = 0; 506 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 507 key_values = 0;
550 508
551 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
552 { 510 {
553 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
554 512
555 new_link->next = 0; 513 new_link->next = 0;
556 new_link->key = i->key; 514 new_link->key = i->key;
557 new_link->value = i->value; 515 new_link->value = i->value;
558 516
559 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
560 if (!dst->key_values) 518 if (!key_values)
561 { 519 {
562 dst->key_values = new_link; 520 key_values = new_link;
563 tail = new_link; 521 tail = new_link;
564 } 522 }
565 else 523 else
566 { 524 {
567 tail->next = new_link; 525 tail->next = new_link;
568 tail = new_link; 526 tail = new_link;
569 } 527 }
570 } 528 }
571 } 529 }
530}
572 531
573 update_ob_speed (dst); 532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
574} 568}
575 569
576object * 570object *
577object::clone () 571object::clone ()
578{ 572{
584/* 578/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * 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 580 * 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. 581 * be called to update the face variable, _and_ how it looks on the map.
588 */ 582 */
589
590void 583void
591update_turn_face (object *op) 584update_turn_face (object *op)
592{ 585{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 587 return;
588
595 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
597} 591}
598 592
599/* 593/*
600 * Updates the speed of an object. If the speed changes from 0 to another 594 * 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. 595 * 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. 596 * This function needs to be called whenever the speed of an object changes.
603 */ 597 */
604void 598void
605update_ob_speed (object *op) 599object::set_speed (float speed)
606{ 600{
607 extern int arch_init; 601 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 { 602 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 604 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 605 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 606
632 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 608
636 if (op->active_next != NULL) 609 if (has_active_speed ())
637 op->active_next->active_prev = op; 610 activate ();
638
639 active_objects = op;
640 }
641 else 611 else
642 { 612 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}
666
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} 613}
697 614
698/* 615/*
699 * update_object() updates the the map. 616 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
713 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
714 */ 631 */
715void 632void
716update_object (object *op, int action) 633update_object (object *op, int action)
717{ 634{
718 MoveType move_on, move_off, move_block, move_slow;
719
720 if (op == NULL) 635 if (op == NULL)
721 { 636 {
722 /* this should never happen */ 637 /* this should never happen */
723 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
724 return; 639 return;
737 */ 652 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 653 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 654 return;
740 655
741 /* make sure the object is within map boundaries */ 656 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 658 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 660#ifdef MANY_CORES
746 abort (); 661 abort ();
747#endif 662#endif
748 return; 663 return;
749 } 664 }
750 665
751 mapspace &m = op->ms (); 666 mapspace &m = op->ms ();
752 667
753 if (m.flags_ & P_NEED_UPDATE) 668 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 669 /* nop */;
755 else if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
756 { 671 {
757 // this is likely overkill, TODO: revisit (schmorp) 672 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 673 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 682 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 683 * to have move_allow right now.
769 */ 684 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 687 m.flags_ = 0;
773 } 688 }
774 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 691 * that is being removed.
777 */ 692 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 694 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
782 else 697 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 699
785 if (op->more) 700 if (op->more)
786 update_object (op->more, action); 701 update_object (op->more, action);
787} 702}
788 703
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 704object::object ()
806{ 705{
807 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
808 707
809 expmul = 1.0; 708 expmul = 1.0;
810 face = blank_face; 709 face = blank_face;
811} 710}
812 711
813object::~object () 712object::~object ()
814{ 713{
714 unlink ();
715
815 free_key_values (this); 716 free_key_values (this);
816} 717}
817 718
719static int object_count;
720
818void object::link () 721void object::link ()
819{ 722{
820 count = ++ob_count; 723 assert (!index);//D
821 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
822 726
823 prev = 0; 727 refcnt_inc ();
824 next = object::first; 728 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 729}
831 730
832void object::unlink () 731void object::unlink ()
833{ 732{
834 if (this == object::first) 733 if (!index)
835 object::first = next; 734 return;
836 735
837 /* Remove this object from the list of used objects */ 736 objects.erase (this);
838 if (prev) prev->next = next; 737 refcnt_dec ();
839 if (next) next->prev = prev; 738}
840 739
841 prev = 0; 740void
842 next = 0; 741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
796
797/*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
843} 845}
844 846
845object *object::create () 847object *object::create ()
846{ 848{
847 object *op = new object; 849 object *op = new object;
848 op->link (); 850 op->link ();
849 return op; 851 return op;
850} 852}
851 853
852/* 854void
853 * free_object() frees everything allocated by an object, removes 855object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 856{
864 if (QUERY_FLAG (this, FLAG_FREED)) 857 attachable::do_destroy ();
865 return;
866 858
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
868 remove_friendly_object (this); 863 remove_friendly_object (this);
869 864
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 if (!flag [FLAG_REMOVED])
871 remove (); 866 remove ();
872 867
873 SET_FLAG (this, FLAG_FREED); 868 destroy_inv (true);
874 869
875 if (more) 870 deactivate ();
876 { 871 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880 872
881 if (inv) 873 flag [FLAG_FREED] = 1;
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 874
923 // hack to ensure that freed objects still have a valid map 875 // hack to ensure that freed objects still have a valid map
924 { 876 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 877 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 878
930 882
931 freed_map->name = "/internal/freed_objects_map"; 883 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 884 freed_map->width = 3;
933 freed_map->height = 3; 885 freed_map->height = 3;
934 886
935 freed_map->allocate (); 887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
936 } 889 }
937 890
938 map = freed_map; 891 map = freed_map;
939 x = 1; 892 x = 1;
940 y = 1; 893 y = 1;
941 } 894 }
942 895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
943 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
944 owner = 0; 905 owner = 0;
945 enemy = 0; 906 enemy = 0;
946 attacked_by = 0; 907 attacked_by = 0;
908}
947 909
948 // only relevant for players(?), but make sure of it anyways 910void
949 contr = 0; 911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
950 915
951 /* Remove object from the active list */ 916 if (destroy_inventory)
952 speed = 0; 917 destroy_inv (false);
953 update_ob_speed (this);
954 918
955 unlink (); 919 attachable::destroy ();
956
957 mortals.push_back (this);
958} 920}
959 921
960/* 922/*
961 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
978 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
982 * the previous environment. 944 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 945 */
985void 946void
986object::remove () 947object::do_remove ()
987{ 948{
988 object *tmp, *last = 0; 949 object *tmp, *last = 0;
989 object *otmp; 950 object *otmp;
990 951
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 953 return;
995 954
996 SET_FLAG (this, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
997 957
998 if (more) 958 if (more)
999 more->remove (); 959 more->remove ();
1000 960
1001 /* 961 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 972 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 973 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 974 * to save cpu time.
1015 */ 975 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 977 otmp->update_stats ();
1018 978
1019 if (above != NULL) 979 if (above)
1020 above->below = below; 980 above->below = below;
1021 else 981 else
1022 env->inv = below; 982 env->inv = below;
1023 983
1024 if (below != NULL) 984 if (below)
1025 below->above = above; 985 below->above = above;
1026 986
1027 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 993 above = 0, below = 0;
1034 env = 0; 994 env = 0;
1035 } 995 }
1036 else if (map) 996 else if (map)
1037 { 997 {
1038 /* Re did the following section of code - it looks like it had 998 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1041 1012
1042 /* link the object above us */ 1013 /* link the object above us */
1043 if (above) 1014 if (above)
1044 above->below = below; 1015 above->below = below;
1045 else 1016 else
1046 map->at (x, y).top = below; /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1047 1018
1048 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1049 if (below) 1020 if (below)
1050 below->above = above; 1021 below->above = above;
1051 else 1022 else
1053 /* Nothing below, which means we need to relink map object for this space 1024 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is 1025 * use translated coordinates in case some oddness with map tiling is
1055 * evident 1026 * evident
1056 */ 1027 */
1057 if (GET_MAP_OB (map, x, y) != this) 1028 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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); 1029 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 ());
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067 1030
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
1069 } 1032 }
1070 1033
1071 above = 0; 1034 above = 0;
1072 below = 0; 1035 below = 0;
1073 1036
1074 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1075 return; 1038 return;
1076 1039
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1041
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 1043 {
1081 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1082 * being removed. 1045 * being removed.
1083 */ 1046 */
1084 1047
1088 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1089 * appropriately. 1052 * appropriately.
1090 */ 1053 */
1091 if (tmp->container == this) 1054 if (tmp->container == this)
1092 { 1055 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1056 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1057 tmp->container = 0;
1095 } 1058 }
1096 1059
1060 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1061 tmp->contr->ns->floorbox_update ();
1098 } 1062 }
1099 1063
1100 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1101 if (check_walk_off 1065 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1066 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1068 {
1105 move_apply (tmp, this, 0); 1069 move_apply (tmp, this, 0);
1107 if (destroyed ()) 1071 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1073 }
1110 1074
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1113 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1114 tmp->above = 0; 1078 tmp->above = 0;
1115 1079
1116 last = tmp; 1080 last = tmp;
1117 } 1081 }
1118 1082
1119 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1085 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = 0;
1122 else 1087 else
1123 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1124 1089
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1127 } 1092 }
1128} 1093}
1129 1094
1130/* 1095/*
1139merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1140{ 1105{
1141 if (!op->nrof) 1106 if (!op->nrof)
1142 return 0; 1107 return 0;
1143 1108
1144 if (top == NULL) 1109 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1146 1112
1147 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1148 { 1114 {
1149 if (top == op) 1115 if (top == op)
1150 continue; 1116 continue;
1151 1117
1152 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1161 } 1127 }
1162 1128
1163 return 0; 1129 return 0;
1164} 1130}
1165 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1166/* 1155/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1169 */ 1158 */
1170object * 1159object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1161{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1163 {
1180 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1181 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1182 } 1166 }
1183 1167
1202 * Return value: 1186 * Return value:
1203 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1189 * just 'op' otherwise
1206 */ 1190 */
1207
1208object * 1191object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1211 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1212 sint16 x, y;
1213 1197
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1215 {
1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219 1199
1220 if (m == NULL) 1200#if 0
1221 { 1201 if (!m->active != !op->active)
1222 char *dump = dump_object (op); 1202 if (m->active)
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1224 free (dump); 1204 else
1225 return op; 1205 op->deactivate_recursive ();
1226 } 1206#endif
1227 1207
1228 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1229 { 1209 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1232#ifdef MANY_CORES 1211#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object 1212 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting 1213 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted. 1214 * improperly inserted.
1236 */ 1215 */
1237 abort (); 1216 abort ();
1238#endif 1217#endif
1239 free (dump);
1240 return op; 1218 return op;
1241 } 1219 }
1242 1220
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more; 1221 if (object *more = op->more)
1256 1222 {
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1273 { 1224 {
1274 if (!op->head) 1225 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1227
1277 return NULL; 1228 return 0;
1278 } 1229 }
1279 } 1230 }
1280 1231
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1233
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1236 * need extra work
1286 */ 1237 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1239 return 0;
1289 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1290 1243
1291 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1292 */ 1245 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1296 { 1249 {
1297 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1251 tmp->destroy ();
1299 } 1252 }
1316 op->below = originator->below; 1269 op->below = originator->below;
1317 1270
1318 if (op->below) 1271 if (op->below)
1319 op->below->above = op; 1272 op->below->above = op;
1320 else 1273 else
1321 op->ms ().bottom = op; 1274 ms.bot = op;
1322 1275
1323 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1324 originator->below = op; 1277 originator->below = op;
1325 } 1278 }
1326 else 1279 else
1327 { 1280 {
1281 top = ms.bot;
1282
1328 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1330 { 1285 {
1331 object *last = NULL; 1286 object *last = 0;
1332 1287
1333 /* 1288 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1291 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1295 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1296 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1297 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1344 */ 1299 */
1345 1300 for (top = ms.bot; top; top = top->above)
1346 while (top != NULL)
1347 { 1301 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1303 floor = top;
1350 1304
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1354 top = top->below; 1308 top = top->below;
1355 break; 1309 break;
1356 } 1310 }
1357 1311
1358 last = top; 1312 last = top;
1359 top = top->above;
1360 } 1313 }
1361 1314
1362 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last; 1316 top = last;
1364 1317
1366 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1368 */ 1321 */
1369 1322
1370 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1372 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1327 * stacking is a bit odd.
1375 */ 1328 */
1376 if (!(flag & INS_ON_TOP) && 1329 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1378 { 1332 {
1379 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1335 break;
1336
1382 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1340 * set top to the object below us.
1386 */ 1341 */
1388 top = last->below; 1343 top = last->below;
1389 } 1344 }
1390 } /* If objects on this space */ 1345 } /* If objects on this space */
1391 1346
1392 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1394 1349
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1351 top = floor;
1397 1352
1398 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1354 */
1400 1355
1401 /* First object on this space */ 1356 /* First object on this space */
1402 if (!top) 1357 if (!top)
1403 { 1358 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1405 1360
1406 if (op->above) 1361 if (op->above)
1407 op->above->below = op; 1362 op->above->below = op;
1408 1363
1409 op->below = NULL; 1364 op->below = 0;
1410 op->ms ().bottom = op; 1365 ms.bot = op;
1411 } 1366 }
1412 else 1367 else
1413 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1414 op->above = top->above; 1369 op->above = top->above;
1415 1370
1418 1373
1419 op->below = top; 1374 op->below = top;
1420 top->above = op; 1375 top->above = op;
1421 } 1376 }
1422 1377
1423 if (op->above == NULL) 1378 if (!op->above)
1424 op->ms ().top = op; 1379 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1426 1381
1427 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1428 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1429 1390
1430 /* If we have a floor, we know the player, if any, will be above 1391 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1432 */ 1393 */
1433 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1395 if (object *pl = ms.player ())
1396 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1397 pl->contr->ns->floorbox_update ();
1436 1398
1437 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1400 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1401 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1402 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1406 * of effect may be sufficient.
1445 */ 1407 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1448 1410
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1413
1414 INVOKE_OBJECT (INSERT, op);
1451 1415
1452 /* Don't know if moving this to the end will break anything. However, 1416 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1417 * we want to have floorbox_update called before calling this.
1454 * 1418 *
1455 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1460 1424
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1427 {
1464 if (check_move_on (op, originator)) 1428 if (check_move_on (op, originator))
1465 return NULL; 1429 return 0;
1466 1430
1467 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1432 * walk on's.
1469 */ 1433 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1472 return NULL; 1436 return 0;
1473 } 1437 }
1474 1438
1475 return op; 1439 return op;
1476} 1440}
1477 1441
1484{ 1448{
1485 object *tmp, *tmp1; 1449 object *tmp, *tmp1;
1486 1450
1487 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1488 1452
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 tmp->destroy (); 1455 tmp->destroy ();
1492 1456
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1458
1495 tmp1->x = op->x; 1459 tmp1->x = op->x;
1496 tmp1->y = op->y; 1460 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1498} 1468}
1499 1469
1500/* 1470/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1475 * global static errmsg array.
1506 */ 1476 */
1507
1508object * 1477object *
1509get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1510{ 1479{
1511 object *newob; 1480 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1543 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1545 * 1514 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1516 */
1548
1549object * 1517object *
1550decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1551{ 1519{
1552 object *tmp; 1520 object *tmp;
1553 player *pl;
1554 1521
1555 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1523 return op;
1557 1524
1558 if (i > op->nrof) 1525 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1540 * and then searching the map for a player.
1574 */ 1541 */
1575 if (!tmp) 1542 if (!tmp)
1576 { 1543 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1579 { 1545 {
1580 tmp = pl->ob; 1546 tmp = pl->ob;
1581 break; 1547 break;
1582 } 1548 }
1583 }
1584 1549
1585 if (i < op->nrof) 1550 if (i < op->nrof)
1586 { 1551 {
1587 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1553 op->nrof -= i;
1631 1596
1632/* 1597/*
1633 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1635 */ 1600 */
1636
1637void 1601void
1638add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1639{ 1603{
1640 while (op != NULL) 1604 while (op != NULL)
1641 { 1605 {
1673 * inside the object environment. 1637 * inside the object environment.
1674 * 1638 *
1675 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1677 */ 1641 */
1678
1679object * 1642object *
1680object::insert (object *op) 1643object::insert (object *op)
1681{ 1644{
1682 object *tmp, *otmp; 1645 object *tmp, *otmp;
1683 1646
1724 add_weight (this, (op->weight + op->carrying)); 1687 add_weight (this, (op->weight + op->carrying));
1725 1688
1726 otmp = this->in_player (); 1689 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1690 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1692 otmp->update_stats ();
1730 1693
1731 op->map = 0; 1694 op->map = 0;
1732 op->env = this; 1695 op->env = this;
1733 op->above = 0; 1696 op->above = 0;
1734 op->below = 0; 1697 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1701 if ((op->glow_radius != 0) && map)
1739 { 1702 {
1740#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1706 if (map->darkness)
1744 update_all_los (map, x, y); 1707 update_all_los (map, x, y);
1745 } 1708 }
1746 1709
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1711 * It sure simplifies this function...
1753 { 1716 {
1754 op->below = inv; 1717 op->below = inv;
1755 op->below->above = op; 1718 op->below->above = op;
1756 inv = op; 1719 inv = op;
1757 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1758 1723
1759 return op; 1724 return op;
1760} 1725}
1761 1726
1762/* 1727/*
1777 * 1742 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1744 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1745 * on top.
1781 */ 1746 */
1782
1783int 1747int
1784check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1785{ 1749{
1786 object *tmp; 1750 object *tmp;
1787 maptile *m = op->map; 1751 maptile *m = op->map;
1814 1778
1815 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1817 */ 1781 */
1818 1782
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1784 {
1821 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1787 * we don't need to check all of them.
1824 */ 1788 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1808 {
1845 1809
1846 float 1810 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1812
1849 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1816 diff /= 4.0;
1879/* 1843/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1883 */ 1847 */
1884
1885object * 1848object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1850{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1892 { 1852 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1854 return NULL;
1895 } 1855 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1858 if (tmp->arch == at)
1898 return tmp; 1859 return tmp;
1860
1899 return NULL; 1861 return NULL;
1900} 1862}
1901 1863
1902/* 1864/*
1903 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1906 */ 1868 */
1907
1908object * 1869object *
1909present (unsigned char type, maptile *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
1910{ 1871{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
1915 { 1873 {
1916 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1875 return NULL;
1918 } 1876 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1879 if (tmp->type == type)
1921 return tmp; 1880 return tmp;
1881
1922 return NULL; 1882 return NULL;
1923} 1883}
1924 1884
1925/* 1885/*
1926 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1929 */ 1889 */
1930
1931object * 1890object *
1932present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
1933{ 1892{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1894 if (tmp->type == type)
1939 return tmp; 1895 return tmp;
1896
1940 return NULL; 1897 return NULL;
1941} 1898}
1942 1899
1943/* 1900/*
1944 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1912 * to be unique.
1956 */ 1913 */
1957
1958object * 1914object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1915present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1916{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1919 return tmp;
1968 } 1920
1969 return NULL; 1921 return 0;
1970} 1922}
1971 1923
1972/* 1924/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1976 */ 1928 */
1977
1978object * 1929object *
1979present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1980{ 1931{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1933 if (tmp->arch == at)
1986 return tmp; 1934 return tmp;
1935
1987 return NULL; 1936 return NULL;
1988} 1937}
1989 1938
1990/* 1939/*
1991 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1992 */ 1941 */
1993void 1942void
1994flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1995{ 1944{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1945 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1947 {
2002 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2004 } 1950 }
2005} /* 1951}
1952
1953/*
2006 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2007 */ 1955 */
2008void 1956void
2009unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2010{ 1958{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1959 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1961 {
2017 CLEAR_FLAG (tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1963 unflag_inv (tmp, flag);
2019 } 1964 }
2020} 1965}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1970 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function. 1971 * him/her-self and all object carried by a call to this function.
2027 */ 1972 */
2028
2029void 1973void
2030set_cheat (object *op) 1974set_cheat (object *op)
2031{ 1975{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1999 * customized, changed states, etc.
2056 */ 2000 */
2057
2058int 2001int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2003{
2061 int
2062 i,
2063 index = 0, flag; 2004 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2066 2006
2067 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2068 { 2008 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 2010 if (!flag)
2071 altern[index++] = i; 2011 altern [index++] = i;
2072 2012
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2014 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2015 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2016 * if the space being examined only has a wall to the north and empty
2083 } 2023 }
2084 2024
2085 if (!index) 2025 if (!index)
2086 return -1; 2026 return -1;
2087 2027
2088 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2089} 2029}
2090 2030
2091/* 2031/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2034 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2036 */
2097
2098int 2037int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2039{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2040 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2042 return i;
2108 } 2043
2109 return -1; 2044 return -1;
2110} 2045}
2111 2046
2112/* 2047/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2051 */
2116static void 2052static void
2117permute (int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2118{ 2054{
2119 int 2055 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2056 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2057
2130 tmp = arr[i]; 2058 while (--end)
2131 arr[i] = arr[j]; 2059 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2060}
2135 2061
2136/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2067 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2068 */
2143void 2069void
2144get_search_arr (int *search_arr) 2070get_search_arr (int *search_arr)
2145{ 2071{
2146 int 2072 int i;
2147 i;
2148 2073
2149 for (i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2075 search_arr[i] = i;
2152 }
2153 2076
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2080}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2090 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2091 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2092 * there is capable of.
2170 */ 2093 */
2171
2172int 2094int
2173find_dir (maptile *m, int x, int y, object *exclude) 2095find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2096{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2178 2098
2179 sint16 nx, ny; 2099 sint16 nx, ny;
2180 object * 2100 object *tmp;
2181 tmp;
2182 maptile * 2101 maptile *mp;
2183 mp;
2184 2102
2185 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2186 2104
2187 if (exclude && exclude->head) 2105 if (exclude && exclude->head)
2188 { 2106 {
2205 2123
2206 if (mflags & P_OUT_OF_MAP) 2124 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2125 max = maxfree[i];
2208 else 2126 else
2209 { 2127 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2211 2131
2212 if ((move_type & blocked) == move_type) 2132 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2133 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2134 else if (mflags & P_IS_ALIVE)
2215 { 2135 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2139 break;
2219 2140
2220 if (tmp) 2141 if (tmp)
2221 return freedir[i]; 2142 return freedir[i];
2222 } 2143 }
2228 2149
2229/* 2150/*
2230 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2152 * distance between the two given objects.
2232 */ 2153 */
2233
2234int 2154int
2235distance (const object *ob1, const object *ob2) 2155distance (const object *ob1, const object *ob2)
2236{ 2156{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2158}
2242 2159
2243/* 2160/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2162 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2247 */ 2164 */
2248
2249int 2165int
2250find_dir_2 (int x, int y) 2166find_dir_2 (int x, int y)
2251{ 2167{
2252 int q; 2168 int q;
2253 2169
2282 2198
2283 return 3; 2199 return 3;
2284} 2200}
2285 2201
2286/* 2202/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2205 */
2306
2307int 2206int
2308dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2309{ 2208{
2310 int 2209 int d;
2311 d;
2312 2210
2313 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2314 if (d > 4) 2212 if (d > 4)
2315 d = 8 - d; 2213 d = 8 - d;
2214
2316 return d; 2215 return d;
2317} 2216}
2318 2217
2319/* peterm: 2218/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2225 * functions.
2327 */ 2226 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2479 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2480 2377
2481 return dst; 2378 return dst;
2482} 2379}
2483 2380
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521}
2522
2523/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2382 * has the same type and subtype match.
2525 * returns NULL if no match. 2383 * returns NULL if no match.
2526 */ 2384 */
2527object * 2385object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2387{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2389 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2390 return tmp;
2535 2391
2536 return NULL; 2392 return 0;
2537} 2393}
2538 2394
2539/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2396 * otherwise return NULL.
2541 * 2397 *
2543 * do the desired thing. 2399 * do the desired thing.
2544 */ 2400 */
2545key_value * 2401key_value *
2546get_ob_key_link (const object *ob, const char *key) 2402get_ob_key_link (const object *ob, const char *key)
2547{ 2403{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2404 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2405 if (link->key == key)
2552 return link; 2406 return link;
2553 2407
2554 return NULL; 2408 return 0;
2555} 2409}
2556 2410
2557/* 2411/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2413 *
2584 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2585 return link->value; 2439 return link->value;
2586 2440
2587 return 0; 2441 return 0;
2588} 2442}
2589
2590 2443
2591/* 2444/*
2592 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2593 * 2446 *
2594 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2599 * Returns TRUE on success. 2452 * Returns TRUE on success.
2600 */ 2453 */
2601int 2454int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2456{
2604 key_value *
2605 field = NULL, *last = NULL; 2457 key_value *field = NULL, *last = NULL;
2606 2458
2607 for (field = op->key_values; field != NULL; field = field->next) 2459 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2460 {
2609 if (field->key != canonical_key) 2461 if (field->key != canonical_key)
2610 { 2462 {
2638 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2639 2491
2640 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2641 2493
2642 if (!add_key) 2494 if (!add_key)
2643 {
2644 return FALSE; 2495 return FALSE;
2645 } 2496
2646 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2650 * should pass in "" 2501 * should pass in ""
2699 } 2550 }
2700 else 2551 else
2701 item = item->env; 2552 item = item->env;
2702} 2553}
2703 2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2704// return a suitable string describing an objetc in enough detail to find it 2584// return a suitable string describing an object in enough detail to find it
2705const char * 2585const char *
2706object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2707{ 2587{
2588 char flagdesc[512];
2708 char info2[256 * 3]; 2589 char info2[256 * 4];
2709 char *p = info; 2590 char *p = info;
2710 2591
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2593 count, uuid.seq,
2713 &name, 2594 &name,
2714 title ? " " : "", 2595 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2716 2598
2717 if (env) 2599 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2601
2720 if (map) 2602 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2604
2723 return info; 2605 return info;
2724} 2606}
2725 2607
2726const char * 2608const char *
2727object::debug_desc () const 2609object::debug_desc () const
2728{ 2610{
2729 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2730 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2731} 2615}
2732 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines