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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.168 by root, Thu Jul 26 00:27:07 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
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
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:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
455/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 521 * refcounts and freeing the links.
457 */ 522 */
458static void 523static void
459free_key_values (object *op) 524free_key_values (object *op)
460{ 525{
461 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
462 { 527 {
463 key_value *next = i->next; 528 key_value *next = i->next;
464 delete i; 529 delete i;
465 530
466 i = next; 531 i = next;
467 } 532 }
468 533
469 op->key_values = 0; 534 op->key_values = 0;
470} 535}
471 536
472/* 537object &
473 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 539{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
485 542
486 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
487 544
488 if (self || cb) 545 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 546 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 547
500 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
501 if (key_values) 549 if (src.key_values)
502 { 550 {
503 key_value *tail = 0; 551 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 552 key_values = 0;
507 553
508 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
509 { 555 {
510 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
511 557
512 new_link->next = 0; 558 new_link->next = 0;
513 new_link->key = i->key; 559 new_link->key = i->key;
514 new_link->value = i->value; 560 new_link->value = i->value;
515 561
516 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
517 if (!dst->key_values) 563 if (!key_values)
518 { 564 {
519 dst->key_values = new_link; 565 key_values = new_link;
520 tail = new_link; 566 tail = new_link;
521 } 567 }
522 else 568 else
523 { 569 {
524 tail->next = new_link; 570 tail->next = new_link;
525 tail = new_link; 571 tail = new_link;
526 } 572 }
527 } 573 }
528 } 574 }
575}
529 576
530 update_ob_speed (dst); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
531} 613}
532 614
533object * 615object *
534object::clone () 616object::clone ()
535{ 617{
541/* 623/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
545 */ 627 */
546
547void 628void
548update_turn_face (object *op) 629update_turn_face (object *op)
549{ 630{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 632 return;
633
552 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
554} 636}
555 637
556/* 638/*
557 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
560 */ 642 */
561void 643void
562update_ob_speed (object *op) 644object::set_speed (float speed)
563{ 645{
564 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 647 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 649 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 650 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 651
589 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 653
593 if (op->active_next != NULL) 654 if (has_active_speed ())
594 op->active_next->active_prev = op; 655 activate ();
595
596 active_objects = op;
597 }
598 else 656 else
599 { 657 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 658}
654 659
655/* 660/*
656 * update_object() updates the the map. 661 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
671 */ 676 */
672void 677void
673update_object (object *op, int action) 678update_object (object *op, int action)
674{ 679{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 680 if (op == NULL)
678 { 681 {
679 /* this should never happen */ 682 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 684 return;
694 */ 697 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 699 return;
697 700
698 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 703 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 705#ifdef MANY_CORES
703 abort (); 706 abort ();
704#endif 707#endif
705 return; 708 return;
706 } 709 }
707 710
708 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
709 712
710 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 714 /* nop */;
712 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
713 { 716 {
714 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 728 * to have move_allow right now.
726 */ 729 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
730 } 733 }
731 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 736 * that is being removed.
734 */ 737 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
739 else 742 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 744
742 if (op->more) 745 if (op->more)
743 update_object (op->more, action); 746 update_object (op->more, action);
744} 747}
745 748
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 749object::object ()
763{ 750{
764 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
765 752
766 expmul = 1.0; 753 expmul = 1.0;
767 face = blank_face; 754 face = blank_face;
768} 755}
769 756
770object::~object () 757object::~object ()
771{ 758{
759 unlink ();
760
772 free_key_values (this); 761 free_key_values (this);
773} 762}
774 763
764static int object_count;
765
775void object::link () 766void object::link ()
776{ 767{
777 count = ++ob_count; 768 assert (!index);//D
778 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
779 771
780 prev = 0; 772 refcnt_inc ();
781 next = object::first; 773 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 774}
788 775
789void object::unlink () 776void object::unlink ()
790{ 777{
791 if (this == object::first) 778 if (!index)
792 object::first = next; 779 return;
793 780
794 /* Remove this object from the list of used objects */ 781 objects.erase (this);
795 if (prev) prev->next = next; 782 refcnt_dec ();
796 if (next) next->prev = prev; 783}
797 784
798 prev = 0; 785void
799 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
800} 890}
801 891
802object *object::create () 892object *object::create ()
803{ 893{
804 object *op = new object; 894 object *op = new object;
805 op->link (); 895 op->link ();
806 return op; 896 return op;
807} 897}
808 898
809/* 899void
810 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 901{
821 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
822 return;
823 903
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 908 remove_friendly_object (this);
826 909
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
828 remove (); 911 remove ();
829 912
830 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
831 914
832 if (more) 915 deactivate ();
833 { 916 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 917
838 if (inv) 918 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 919
880 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
881 { 921 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 923
887 927
888 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 929 freed_map->width = 3;
890 freed_map->height = 3; 930 freed_map->height = 3;
891 931
892 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
893 } 934 }
894 935
895 map = freed_map; 936 map = freed_map;
896 x = 1; 937 x = 1;
897 y = 1; 938 y = 1;
898 } 939 }
899 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
900 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
901 owner = 0; 950 owner = 0;
902 enemy = 0; 951 enemy = 0;
903 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
904 955
905 // only relevant for players(?), but make sure of it anyways 956void
906 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
907 961
908 /* Remove object from the active list */ 962 if (destroy_inventory)
909 speed = 0; 963 destroy_inv (false);
910 update_ob_speed (this);
911 964
912 unlink (); 965 attachable::destroy ();
913
914 mortals.push_back (this);
915} 966}
916 967
917/* 968/*
918 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 970 * weight of an object (and what is carried by it's environment(s)).
935 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
939 * the previous environment. 990 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 991 */
942void 992void
943object::remove () 993object::do_remove ()
944{ 994{
945 object *tmp, *last = 0; 995 object *tmp, *last = 0;
946 object *otmp; 996 object *otmp;
947 997
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 999 return;
952 1000
953 SET_FLAG (this, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
954 1003
955 if (more) 1004 if (more)
956 more->remove (); 1005 more->remove ();
957 1006
958 /* 1007 /*
971 * to save cpu time. 1020 * to save cpu time.
972 */ 1021 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1023 otmp->update_stats ();
975 1024
976 if (above != NULL) 1025 if (above)
977 above->below = below; 1026 above->below = below;
978 else 1027 else
979 env->inv = below; 1028 env->inv = below;
980 1029
981 if (below != NULL) 1030 if (below)
982 below->above = above; 1031 below->above = above;
983 1032
984 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
990 above = 0, below = 0; 1039 above = 0, below = 0;
991 env = 0; 1040 env = 0;
992 } 1041 }
993 else if (map) 1042 else if (map)
994 { 1043 {
995 /* Re did the following section of code - it looks like it had 1044 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
998 1058
999 /* link the object above us */ 1059 /* link the object above us */
1000 if (above) 1060 if (above)
1001 above->below = below; 1061 above->below = below;
1002 else 1062 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1004 1064
1005 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1006 if (below) 1066 if (below)
1007 below->above = above; 1067 below->above = above;
1008 else 1068 else
1010 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1072 * evident
1013 */ 1073 */
1014 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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); 1075 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 ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1076
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1026 } 1078 }
1027 1079
1028 above = 0; 1080 above = 0;
1029 below = 0; 1081 below = 0;
1030 1082
1031 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1032 return; 1084 return;
1033 1085
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1087
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1089 {
1038 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1039 * being removed. 1091 * being removed.
1040 */ 1092 */
1041 1093
1045 * removed (most likely destroyed), update the player view 1097 * removed (most likely destroyed), update the player view
1046 * appropriately. 1098 * appropriately.
1047 */ 1099 */
1048 if (tmp->container == this) 1100 if (tmp->container == this)
1049 { 1101 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1102 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1103 tmp->container = 0;
1052 } 1104 }
1053 1105
1106 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1107 tmp->contr->ns->floorbox_update ();
1055 } 1108 }
1056 1109
1057 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1058 if (check_walk_off 1111 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1112 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1114 {
1062 move_apply (tmp, this, 0); 1115 move_apply (tmp, this, 0);
1063 1116
1064 if (destroyed ()) 1117 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1119 }
1067 1120
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp; 1121 last = tmp;
1074 } 1122 }
1075 1123
1076 /* last == NULL of there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1125 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1126 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1127 map->at (x, y).flags_ = 0;
1079 else 1128 else
1080 update_object (last, UP_OBJ_REMOVE); 1129 update_object (last, UP_OBJ_REMOVE);
1081 1130
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1132 update_all_los (map, x, y);
1084 } 1133 }
1085} 1134}
1086 1135
1087/* 1136/*
1096merge_ob (object *op, object *top) 1145merge_ob (object *op, object *top)
1097{ 1146{
1098 if (!op->nrof) 1147 if (!op->nrof)
1099 return 0; 1148 return 0;
1100 1149
1101 if (top == NULL) 1150 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1151 for (top = op; top && top->above; top = top->above)
1152 ;
1103 1153
1104 for (; top != NULL; top = top->below) 1154 for (; top; top = top->below)
1105 { 1155 {
1106 if (top == op) 1156 if (top == op)
1107 continue; 1157 continue;
1108 1158
1109 if (object::can_merge (op, top)) 1159 if (object::can_merge (op, top))
1118 } 1168 }
1119 1169
1120 return 0; 1170 return 0;
1121} 1171}
1122 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1123/* 1196/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1126 */ 1199 */
1127object * 1200object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1202{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1204 {
1137 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1139 } 1207 }
1140 1208
1141 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1142} 1210}
1143 1211
1159 * Return value: 1227 * Return value:
1160 * new object if 'op' was merged with other object 1228 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1229 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1230 * just 'op' otherwise
1163 */ 1231 */
1164
1165object * 1232object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1168 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1238
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1240
1177 if (m == NULL) 1241#if 0
1178 { 1242 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1243 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1181 free (dump); 1245 else
1182 return op; 1246 op->deactivate_recursive ();
1183 } 1247#endif
1184 1248
1185 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1186 { 1250 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1252#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1255 * improperly inserted.
1193 */ 1256 */
1194 abort (); 1257 abort ();
1195#endif 1258#endif
1196 free (dump);
1197 return op; 1259 return op;
1198 } 1260 }
1199 1261
1200 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1201 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op; 1264 return 0;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237 1265
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1267
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1270 * need extra work
1243 */ 1271 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1273 return 0;
1246 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1247 1277
1248 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1249 */ 1279 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1253 { 1283 {
1254 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1285 tmp->destroy ();
1256 } 1286 }
1273 op->below = originator->below; 1303 op->below = originator->below;
1274 1304
1275 if (op->below) 1305 if (op->below)
1276 op->below->above = op; 1306 op->below->above = op;
1277 else 1307 else
1278 op->ms ().bottom = op; 1308 ms.bot = op;
1279 1309
1280 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1281 originator->below = op; 1311 originator->below = op;
1282 } 1312 }
1283 else 1313 else
1284 { 1314 {
1315 top = ms.bot;
1316
1285 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1319 {
1288 object *last = NULL; 1320 object *last = 0;
1289 1321
1290 /* 1322 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1323 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1324 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1325 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1329 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1330 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1331 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1301 */ 1333 */
1302 1334 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1335 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1337 floor = top;
1307 1338
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1342 top = top->below;
1312 break; 1343 break;
1313 } 1344 }
1314 1345
1315 last = top; 1346 last = top;
1316 top = top->above;
1317 } 1347 }
1318 1348
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1350 top = last;
1321 1351
1323 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1325 */ 1355 */
1326 1356
1327 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1361 * stacking is a bit odd.
1332 */ 1362 */
1333 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1335 { 1366 {
1336 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1369 break;
1370
1339 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1374 * set top to the object below us.
1343 */ 1375 */
1344 if (last && last->below && last != floor) 1376 if (last && last->below && last != floor)
1345 top = last->below; 1377 top = last->below;
1346 } 1378 }
1347 } /* If objects on this space */ 1379 } /* If objects on this space */
1348
1349 if (flag & INS_MAP_LOAD) 1380 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1381 top = ms.top;
1351 1382
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1384 top = floor;
1354 1385
1355 /* Top is the object that our object (op) is going to get inserted above. 1386 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1387 */
1357 1388
1358 /* First object on this space */ 1389 /* First object on this space */
1359 if (!top) 1390 if (!top)
1360 { 1391 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1392 op->above = ms.bot;
1362 1393
1363 if (op->above) 1394 if (op->above)
1364 op->above->below = op; 1395 op->above->below = op;
1365 1396
1366 op->below = NULL; 1397 op->below = 0;
1367 op->ms ().bottom = op; 1398 ms.bot = op;
1368 } 1399 }
1369 else 1400 else
1370 { /* get inserted into the stack above top */ 1401 { /* get inserted into the stack above top */
1371 op->above = top->above; 1402 op->above = top->above;
1372 1403
1375 1406
1376 op->below = top; 1407 op->below = top;
1377 top->above = op; 1408 top->above = op;
1378 } 1409 }
1379 1410
1380 if (op->above == NULL) 1411 if (!op->above)
1381 op->ms ().top = op; 1412 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1413 } /* else not INS_BELOW_ORIGINATOR */
1383 1414
1384 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1416 {
1385 op->contr->do_los = 1; 1417 op->contr->do_los = 1;
1418 ++op->map->players;
1419 op->map->touch ();
1420 }
1421
1422 op->map->dirty = true;
1386 1423
1387 /* If we have a floor, we know the player, if any, will be above 1424 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1425 * it, so save a few ticks and start from there.
1389 */ 1426 */
1390 if (!(flag & INS_MAP_LOAD)) 1427 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1428 if (object *pl = ms.player ())
1429 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1393 1431
1394 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1439 * of effect may be sufficient.
1402 */ 1440 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1441 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1442 update_all_los (op->map, op->x, op->y);
1405 1443
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1444 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1445 update_object (op, UP_OBJ_INSERT);
1446
1447 INVOKE_OBJECT (INSERT, op);
1408 1448
1409 /* Don't know if moving this to the end will break anything. However, 1449 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1450 * we want to have floorbox_update called before calling this.
1411 * 1451 *
1412 * check_move_on() must be after this because code called from 1452 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1454 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1455 * update_object().
1416 */ 1456 */
1417 1457
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1458 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1460 {
1421 if (check_move_on (op, originator)) 1461 if (check_move_on (op, originator))
1422 return NULL; 1462 return 0;
1423 1463
1424 /* If we are a multi part object, lets work our way through the check 1464 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1465 * walk on's.
1426 */ 1466 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1468 if (check_move_on (tmp, originator))
1429 return NULL; 1469 return 0;
1430 } 1470 }
1431 1471
1432 return op; 1472 return op;
1433} 1473}
1434 1474
1441{ 1481{
1442 object *tmp, *tmp1; 1482 object *tmp, *tmp1;
1443 1483
1444 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1445 1485
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1488 tmp->destroy ();
1449 1489
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1491
1452 tmp1->x = op->x; 1492 tmp1->x = op->x;
1453 tmp1->y = op->y; 1493 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1494 insert_ob_in_map (tmp1, op->map, op, 0);
1495}
1496
1497object *
1498object::insert_at (object *where, object *originator, int flags)
1499{
1500 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1501}
1456 1502
1457/* 1503/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1505 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1506 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1507 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1508 * global static errmsg array.
1463 */ 1509 */
1464
1465object * 1510object *
1466get_split_ob (object *orig_ob, uint32 nr) 1511get_split_ob (object *orig_ob, uint32 nr)
1467{ 1512{
1468 object *newob; 1513 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1514 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * the amount of an object. If the amount reaches 0, the object 1545 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1546 * is subsequently removed and freed.
1502 * 1547 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1548 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1549 */
1505
1506object * 1550object *
1507decrease_ob_nr (object *op, uint32 i) 1551decrease_ob_nr (object *op, uint32 i)
1508{ 1552{
1509 object *tmp; 1553 object *tmp;
1510 player *pl;
1511 1554
1512 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1556 return op;
1514 1557
1515 if (i > op->nrof) 1558 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1573 * and then searching the map for a player.
1531 */ 1574 */
1532 if (!tmp) 1575 if (!tmp)
1533 { 1576 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1577 if (pl->ob->container == op->env)
1536 { 1578 {
1537 tmp = pl->ob; 1579 tmp = pl->ob;
1538 break; 1580 break;
1539 } 1581 }
1540 }
1541 1582
1542 if (i < op->nrof) 1583 if (i < op->nrof)
1543 { 1584 {
1544 sub_weight (op->env, op->weight * i); 1585 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1586 op->nrof -= i;
1588 1629
1589/* 1630/*
1590 * add_weight(object, weight) adds the specified weight to an object, 1631 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying. 1632 * and also updates how much the environment(s) is/are carrying.
1592 */ 1633 */
1593
1594void 1634void
1595add_weight (object *op, signed long weight) 1635add_weight (object *op, signed long weight)
1596{ 1636{
1597 while (op != NULL) 1637 while (op != NULL)
1598 { 1638 {
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump); 1654 free (dump);
1615 return op; 1655 return op;
1616 } 1656 }
1617 1657
1618 if (where->head) 1658 if (where->head_ () != where)
1619 { 1659 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head; 1661 where = where->head;
1622 } 1662 }
1623 1663
1624 return where->insert (op); 1664 return where->insert (op);
1625} 1665}
1630 * inside the object environment. 1670 * inside the object environment.
1631 * 1671 *
1632 * The function returns now pointer to inserted item, and return value can 1672 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1673 * be != op, if items are merged. -Tero
1634 */ 1674 */
1635
1636object * 1675object *
1637object::insert (object *op) 1676object::insert (object *op)
1638{ 1677{
1639 object *tmp, *otmp; 1678 object *tmp, *otmp;
1640 1679
1695 if ((op->glow_radius != 0) && map) 1734 if ((op->glow_radius != 0) && map)
1696 { 1735 {
1697#ifdef DEBUG_LIGHTS 1736#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1737 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1738#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1739 if (map->darkness)
1701 update_all_los (map, x, y); 1740 update_all_los (map, x, y);
1702 } 1741 }
1703 1742
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1743 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1744 * It sure simplifies this function...
1710 { 1749 {
1711 op->below = inv; 1750 op->below = inv;
1712 op->below->above = op; 1751 op->below->above = op;
1713 inv = op; 1752 inv = op;
1714 } 1753 }
1754
1755 INVOKE_OBJECT (INSERT, this);
1715 1756
1716 return op; 1757 return op;
1717} 1758}
1718 1759
1719/* 1760/*
1734 * 1775 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1776 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1777 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1778 * on top.
1738 */ 1779 */
1739
1740int 1780int
1741check_move_on (object *op, object *originator) 1781check_move_on (object *op, object *originator)
1742{ 1782{
1743 object *tmp; 1783 object *tmp;
1744 maptile *m = op->map; 1784 maptile *m = op->map;
1771 1811
1772 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1774 */ 1814 */
1775 1815
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1816 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1817 {
1778 /* Trim the search when we find the first other spell effect 1818 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1819 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1820 * we don't need to check all of them.
1781 */ 1821 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1839 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1840 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1841 {
1802 1842
1803 float 1843 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1845
1806 if (op->type == PLAYER) 1846 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1849 diff /= 4.0;
1836/* 1876/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1877 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1878 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1840 */ 1880 */
1841
1842object * 1881object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1882present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1883{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1884 if (!m || out_of_map (m, x, y))
1849 { 1885 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1886 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1887 return NULL;
1852 } 1888 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1891 if (tmp->arch == at)
1855 return tmp; 1892 return tmp;
1893
1856 return NULL; 1894 return NULL;
1857} 1895}
1858 1896
1859/* 1897/*
1860 * present(type, map, x, y) searches for any objects with 1898 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1899 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
1863 */ 1901 */
1864
1865object * 1902object *
1866present (unsigned char type, maptile *m, int x, int y) 1903present (unsigned char type, maptile *m, int x, int y)
1867{ 1904{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1905 if (out_of_map (m, x, y))
1872 { 1906 {
1873 LOG (llevError, "Present called outside map.\n"); 1907 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1908 return NULL;
1875 } 1909 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1910
1911 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1912 if (tmp->type == type)
1878 return tmp; 1913 return tmp;
1914
1879 return NULL; 1915 return NULL;
1880} 1916}
1881 1917
1882/* 1918/*
1883 * present_in_ob(type, object) searches for any objects with 1919 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1920 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1921 * The first matching object is returned, or NULL if none.
1886 */ 1922 */
1887
1888object * 1923object *
1889present_in_ob (unsigned char type, const object *op) 1924present_in_ob (unsigned char type, const object *op)
1890{ 1925{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1927 if (tmp->type == type)
1896 return tmp; 1928 return tmp;
1929
1897 return NULL; 1930 return NULL;
1898} 1931}
1899 1932
1900/* 1933/*
1901 * present_in_ob (type, str, object) searches for any objects with 1934 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1942 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1943 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1944 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1945 * to be unique.
1913 */ 1946 */
1914
1915object * 1947object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1948present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1949{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1951 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1952 return tmp;
1925 } 1953
1926 return NULL; 1954 return 0;
1927} 1955}
1928 1956
1929/* 1957/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1958 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1959 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1960 * The first matching object is returned, or NULL if none.
1933 */ 1961 */
1934
1935object * 1962object *
1936present_arch_in_ob (const archetype *at, const object *op) 1963present_arch_in_ob (const archetype *at, const object *op)
1937{ 1964{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1966 if (tmp->arch == at)
1943 return tmp; 1967 return tmp;
1968
1944 return NULL; 1969 return NULL;
1945} 1970}
1946 1971
1947/* 1972/*
1948 * activate recursively a flag on an object inventory 1973 * activate recursively a flag on an object inventory
1949 */ 1974 */
1950void 1975void
1951flag_inv (object *op, int flag) 1976flag_inv (object *op, int flag)
1952{ 1977{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1978 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1980 {
1959 SET_FLAG (tmp, flag); 1981 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1982 flag_inv (tmp, flag);
1961 } 1983 }
1962} /* 1984}
1985
1986/*
1963 * desactivate recursively a flag on an object inventory 1987 * deactivate recursively a flag on an object inventory
1964 */ 1988 */
1965void 1989void
1966unflag_inv (object *op, int flag) 1990unflag_inv (object *op, int flag)
1967{ 1991{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1992 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1994 {
1974 CLEAR_FLAG (tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1996 unflag_inv (tmp, flag);
1976 } 1997 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985
1986void
1987set_cheat (object *op)
1988{
1989 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ);
1991} 1998}
1992 1999
1993/* 2000/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain 2002 * a spot at the given map and coordinates which will be able to contain
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 2019 * customized, changed states, etc.
2013 */ 2020 */
2014
2015int 2021int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 2023{
2018 int
2019 i,
2020 index = 0, flag; 2024 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 2025 int altern[SIZEOFFREE];
2023 2026
2024 for (i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2025 { 2028 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 2030 if (!flag)
2028 altern[index++] = i; 2031 altern [index++] = i;
2029 2032
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2033 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 2034 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 2035 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 2036 * if the space being examined only has a wall to the north and empty
2040 } 2043 }
2041 2044
2042 if (!index) 2045 if (!index)
2043 return -1; 2046 return -1;
2044 2047
2045 return altern[RANDOM () % index]; 2048 return altern [rndm (index)];
2046} 2049}
2047 2050
2048/* 2051/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2052 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2053 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2054 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2055 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2056 */
2054
2055int 2057int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2058find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2059{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2060 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2061 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2062 return i;
2065 } 2063
2066 return -1; 2064 return -1;
2067} 2065}
2068 2066
2069/* 2067/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2068 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2069 * arr[begin..end-1].
2070 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2071 */
2073static void 2072static void
2074permute (int *arr, int begin, int end) 2073permute (int *arr, int begin, int end)
2075{ 2074{
2076 int 2075 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2076 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2077
2087 tmp = arr[i]; 2078 while (--end)
2088 arr[i] = arr[j]; 2079 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2080}
2092 2081
2093/* new function to make monster searching more efficient, and effective! 2082/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2083 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2084 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2087 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2088 */
2100void 2089void
2101get_search_arr (int *search_arr) 2090get_search_arr (int *search_arr)
2102{ 2091{
2103 int 2092 int i;
2104 i;
2105 2093
2106 for (i = 0; i < SIZEOFFREE; i++) 2094 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2095 search_arr[i] = i;
2109 }
2110 2096
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2097 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2098 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2099 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2100}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2109 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2110 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2111 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2112 * there is capable of.
2127 */ 2113 */
2128
2129int 2114int
2130find_dir (maptile *m, int x, int y, object *exclude) 2115find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2116{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2117 int i, max = SIZEOFFREE, mflags;
2135 2118
2136 sint16 nx, ny; 2119 sint16 nx, ny;
2137 object * 2120 object *tmp;
2138 tmp;
2139 maptile * 2121 maptile *mp;
2140 mp;
2141 2122
2142 MoveType blocked, move_type; 2123 MoveType blocked, move_type;
2143 2124
2144 if (exclude && exclude->head) 2125 if (exclude && exclude->head_ () != exclude)
2145 { 2126 {
2146 exclude = exclude->head; 2127 exclude = exclude->head;
2147 move_type = exclude->move_type; 2128 move_type = exclude->move_type;
2148 } 2129 }
2149 else 2130 else
2162 2143
2163 if (mflags & P_OUT_OF_MAP) 2144 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2145 max = maxfree[i];
2165 else 2146 else
2166 { 2147 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2148 mapspace &ms = mp->at (nx, ny);
2149
2150 blocked = ms.move_block;
2168 2151
2169 if ((move_type & blocked) == move_type) 2152 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2153 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2154 else if (mflags & P_IS_ALIVE)
2172 { 2155 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2175 break; 2159 break;
2176 2160
2177 if (tmp) 2161 if (tmp)
2178 return freedir[i]; 2162 return freedir[i];
2179 } 2163 }
2185 2169
2186/* 2170/*
2187 * distance(object 1, object 2) will return the square of the 2171 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2172 * distance between the two given objects.
2189 */ 2173 */
2190
2191int 2174int
2192distance (const object *ob1, const object *ob2) 2175distance (const object *ob1, const object *ob2)
2193{ 2176{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2177 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2178}
2199 2179
2200/* 2180/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2181 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2182 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2183 * object, needs to travel toward it.
2204 */ 2184 */
2205
2206int 2185int
2207find_dir_2 (int x, int y) 2186find_dir_2 (int x, int y)
2208{ 2187{
2209 int q; 2188 int q;
2210 2189
2239 2218
2240 return 3; 2219 return 3;
2241} 2220}
2242 2221
2243/* 2222/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2225 */
2263
2264int 2226int
2265dirdiff (int dir1, int dir2) 2227dirdiff (int dir1, int dir2)
2266{ 2228{
2267 int 2229 int d;
2268 d;
2269 2230
2270 d = abs (dir1 - dir2); 2231 d = abs (dir1 - dir2);
2271 if (d > 4) 2232 if (d > 4)
2272 d = 8 - d; 2233 d = 8 - d;
2234
2273 return d; 2235 return d;
2274} 2236}
2275 2237
2276/* peterm: 2238/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2239 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2242 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2243 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2244 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2245 * functions.
2284 */ 2246 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2247int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2248 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2249 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2250 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2251 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2252 {0, 0, 0}, /* 4 */
2398 * create clone from object to another 2358 * create clone from object to another
2399 */ 2359 */
2400object * 2360object *
2401object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2402{ 2362{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2404 2364
2405 if (!asrc) 2365 if (!asrc)
2406 return 0; 2366 return 0;
2407 2367
2408 src = asrc;
2409 if (src->head)
2410 src = src->head; 2368 src = asrc->head_ ();
2411 2369
2412 prev = 0; 2370 prev = 0;
2413 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2414 { 2372 {
2415 tmp = part->clone (); 2373 tmp = part->clone ();
2416 tmp->x -= src->x; 2374 tmp->x -= src->x;
2417 tmp->y -= src->y; 2375 tmp->y -= src->y;
2418 2376
2436 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2437 2395
2438 return dst; 2396 return dst;
2439} 2397}
2440 2398
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478}
2479
2480/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2400 * has the same type and subtype match.
2482 * returns NULL if no match. 2401 * returns NULL if no match.
2483 */ 2402 */
2484object * 2403object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2404find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2405{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2406 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2407 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2408 return tmp;
2492 2409
2493 return NULL; 2410 return 0;
2494} 2411}
2495 2412
2496/* If ob has a field named key, return the link from the list, 2413/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2414 * otherwise return NULL.
2498 * 2415 *
2500 * do the desired thing. 2417 * do the desired thing.
2501 */ 2418 */
2502key_value * 2419key_value *
2503get_ob_key_link (const object *ob, const char *key) 2420get_ob_key_link (const object *ob, const char *key)
2504{ 2421{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2422 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2423 if (link->key == key)
2509 return link; 2424 return link;
2510 2425
2511 return NULL; 2426 return 0;
2512} 2427}
2513 2428
2514/* 2429/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2430 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2431 *
2541 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2542 return link->value; 2457 return link->value;
2543 2458
2544 return 0; 2459 return 0;
2545} 2460}
2546
2547 2461
2548/* 2462/*
2549 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2550 * 2464 *
2551 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2556 * Returns TRUE on success. 2470 * Returns TRUE on success.
2557 */ 2471 */
2558int 2472int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2474{
2561 key_value *
2562 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2563 2476
2564 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2478 {
2566 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2567 { 2480 {
2576 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2577 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2578 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2579 * we get this value back again. 2492 * we get this value back again.
2580 */ 2493 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2582 field->value = 0; 2495 field->value = 0;
2583 else 2496 else
2584 { 2497 {
2585 if (last) 2498 if (last)
2586 last->next = field->next; 2499 last->next = field->next;
2595 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2596 2509
2597 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2598 2511
2599 if (!add_key) 2512 if (!add_key)
2600 {
2601 return FALSE; 2513 return FALSE;
2602 } 2514
2603 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2607 * should pass in "" 2519 * should pass in ""
2656 } 2568 }
2657 else 2569 else
2658 item = item->env; 2570 item = item->env;
2659} 2571}
2660 2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2661// return a suitable string describing an objetc in enough detail to find it 2601// return a suitable string describing an object in enough detail to find it
2662const char * 2602const char *
2663object::debug_desc (char *info) const 2603object::debug_desc (char *info) const
2664{ 2604{
2605 char flagdesc[512];
2665 char info2[256 * 3]; 2606 char info2[256 * 4];
2666 char *p = info; 2607 char *p = info;
2667 2608
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2610 count, uuid.seq,
2670 &name, 2611 &name,
2671 title ? " " : "", 2612 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2673 2615
2674 if (env) 2616 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2618
2677 if (map) 2619 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2621
2680 return info; 2622 return info;
2681} 2623}
2682 2624
2683const char * 2625const char *
2684object::debug_desc () const 2626object::debug_desc () const
2685{ 2627{
2686 static char info[256 * 3]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2687 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2688} 2632}
2689 2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 }
2674
2675 if (new_container)
2676 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2678 return;
2679
2680 // TODO: this does not seem to serve any purpose anymore?
2681#if 0
2682 // insert the "Close Container" object.
2683 if (archetype *closer = new_container->other_arch)
2684 {
2685 object *closer = arch_to_object (new_container->other_arch);
2686 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2687 new_container->insert (closer);
2688 }
2689#endif
2690
2691 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2692
2693 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container;
2695
2696 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container);
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (map)
2737 map->play_sound (sound, x, y);
2738}

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