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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.170 by root, Wed Aug 1 01:53:13 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,
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, 1); 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 (is_freed) 545 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 547
497 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
498 if (key_values) 549 if (src.key_values)
499 { 550 {
500 key_value *tail = 0; 551 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 552 key_values = 0;
504 553
505 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
506 { 555 {
507 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
508 557
509 new_link->next = 0; 558 new_link->next = 0;
510 new_link->key = i->key; 559 new_link->key = i->key;
511 new_link->value = i->value; 560 new_link->value = i->value;
512 561
513 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
514 if (!dst->key_values) 563 if (!key_values)
515 { 564 {
516 dst->key_values = new_link; 565 key_values = new_link;
517 tail = new_link; 566 tail = new_link;
518 } 567 }
519 else 568 else
520 { 569 {
521 tail->next = new_link; 570 tail->next = new_link;
522 tail = new_link; 571 tail = new_link;
523 } 572 }
524 } 573 }
525 } 574 }
575}
526 576
527 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 ();
528} 613}
529 614
530object * 615object *
531object::clone () 616object::clone ()
532{ 617{
538/* 623/*
539 * 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
540 * 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
541 * 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.
542 */ 627 */
543
544void 628void
545update_turn_face (object *op) 629update_turn_face (object *op)
546{ 630{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 632 return;
633
549 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
551} 636}
552 637
553/* 638/*
554 * 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
555 * 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.
556 * 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.
557 */ 642 */
558void 643void
559update_ob_speed (object *op) 644object::set_speed (float speed)
560{ 645{
561 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 647 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 649 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 650 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 651
581 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 653
585 if (op->active_next != NULL) 654 if (has_active_speed ())
586 op->active_next->active_prev = op; 655 activate ();
587
588 active_objects = op;
589 }
590 else 656 else
591 { 657 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 658}
646 659
647/* 660/*
648 * update_object() updates the the map. 661 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
663 */ 676 */
664void 677void
665update_object (object *op, int action) 678update_object (object *op, int action)
666{ 679{
667 MoveType move_on, move_off, move_block, move_slow;
668
669 if (op == NULL) 680 if (op == NULL)
670 { 681 {
671 /* this should never happen */ 682 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
673 return; 684 return;
697 return; 708 return;
698 } 709 }
699 710
700 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
701 712
702 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 714 /* nop */;
704 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
705 { 716 {
706 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* 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
717 * to have move_allow right now. 728 * to have move_allow right now.
718 */ 729 */
719 || ((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
720 || 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)
721 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
722 } 733 }
723 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 736 * that is being removed.
726 */ 737 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
731 else 742 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 744
734 if (op->more) 745 if (op->more)
735 update_object (op->more, action); 746 update_object (op->more, action);
736} 747}
737 748
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 749object::object ()
742{ 750{
743 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
744 752
745 expmul = 1.0; 753 expmul = 1.0;
746 face = blank_face; 754 face = blank_face;
747} 755}
748 756
749object::~object () 757object::~object ()
750{ 758{
759 unlink ();
760
751 free_key_values (this); 761 free_key_values (this);
752} 762}
753 763
764static int object_count;
765
754void object::link () 766void object::link ()
755{ 767{
756 count = ++ob_count; 768 assert (!index);//D
757 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
758 771
759 prev = 0; 772 refcnt_inc ();
760 next = object::first; 773 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 774}
767 775
768void object::unlink () 776void object::unlink ()
769{ 777{
770 if (this == object::first) 778 if (!index)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op; 779 return;
786}
787 780
788/* 781 objects.erase (this);
789 * free_object() frees everything allocated by an object, removes 782 refcnt_dec ();
790 * it from the list of used objects, and puts it on the list of 783}
791 * free objects. The IS_FREED() flag is set in the object. 784
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 785void
799object::do_destroy () 786object::activate ()
800{ 787{
801 attachable::do_destroy (); 788 /* If already on active list, don't do anything */
802 789 if (active)
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 790 return;
814 791
815 flag [FLAG_FREED] = 1; 792 if (has_active_speed ())
793 actives.insert (this);
794}
816 795
817 // hack to ensure that freed objects still have a valid map 796void
818 { 797object::activate_recursive ()
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 798{
799 activate ();
820 800
821 if (!freed_map) 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)
822 { 836 {
823 freed_map = new maptile; 837 op->flag [flag] = value;
824 838 op->set_flag_inv (flag, value);
825 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 } 839 }
831
832 map = freed_map;
833 x = 1;
834 y = 1;
835 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 840}
855 841
856/* 842/*
857 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 844 * object.c ?
859 */ 845 */
860void 846void
861object::destroy_inv (bool drop_to_ground) 847object::destroy_inv (bool drop_to_ground)
862{ 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
863 if (!inv) 854 if (!inv)
864 return; 855 return;
865 856
866 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
868 * drop on that space. 859 * drop on that space.
869 */ 860 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
871 { 866 {
872 while (inv) 867 while (inv)
873 { 868 {
874 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 870 inv->destroy ();
883 878
884 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE 881 || op->type == RUNE
887 || op->type == TRAP 882 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
889 op->destroy (); 885 op->destroy ();
890 else 886 else
891 { 887 map->insert (op, x, y);
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 } 888 }
898 } 889 }
890}
891
892object *object::create ()
893{
894 object *op = new object;
895 op->link ();
896 return op;
897}
898
899void
900object::do_destroy ()
901{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
899} 954}
900 955
901void 956void
902object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
903{ 958{
904 if (destroyed ()) 959 if (destroyed ())
905 return; 960 return;
906 961
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 962 if (destroy_inventory)
915 destroy_inv (true); 963 destroy_inv (false);
964
965 play_sound (sound_die);
916 966
917 attachable::destroy (); 967 attachable::destroy ();
918} 968}
919 969
920/* 970/*
938 * This function removes the object op from the linked list of objects 988 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 989 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 990 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 991 * environment, the x and y coordinates will be updated to
942 * the previous environment. 992 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 993 */
945void 994void
946object::remove () 995object::do_remove ()
947{ 996{
948 object *tmp, *last = 0; 997 object *tmp, *last = 0;
949 object *otmp; 998 object *otmp;
950 999
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 1000 if (QUERY_FLAG (this, FLAG_REMOVED))
973 * to save cpu time. 1022 * to save cpu time.
974 */ 1023 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1024 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 1025 otmp->update_stats ();
977 1026
978 if (above != NULL) 1027 if (above)
979 above->below = below; 1028 above->below = below;
980 else 1029 else
981 env->inv = below; 1030 env->inv = below;
982 1031
983 if (below != NULL) 1032 if (below)
984 below->above = above; 1033 below->above = above;
985 1034
986 /* we set up values so that it could be inserted into 1035 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 1036 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 1037 * to the caller to decide what we want to do.
992 above = 0, below = 0; 1041 above = 0, below = 0;
993 env = 0; 1042 env = 0;
994 } 1043 }
995 else if (map) 1044 else if (map)
996 { 1045 {
997 /* Re did the following section of code - it looks like it had 1046 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 1047 {
1048 // leaving a spot always closes any open container on the ground
1049 if (container && !container->env)
1050 // this causes spurious floorbox updates, but it ensures
1051 // that the CLOSE event is being sent.
1052 close_container ();
1053
1054 --map->players;
1055 map->touch ();
1056 }
1057
1058 map->dirty = true;
1059 mapspace &ms = this->ms ();
1000 1060
1001 /* link the object above us */ 1061 /* link the object above us */
1002 if (above) 1062 if (above)
1003 above->below = below; 1063 above->below = below;
1004 else 1064 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 1065 ms.top = below; /* we were top, set new top */
1006 1066
1007 /* Relink the object below us, if there is one */ 1067 /* Relink the object below us, if there is one */
1008 if (below) 1068 if (below)
1009 below->above = above; 1069 below->above = above;
1010 else 1070 else
1012 /* Nothing below, which means we need to relink map object for this space 1072 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is 1073 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1074 * evident
1015 */ 1075 */
1016 if (GET_MAP_OB (map, x, y) != this) 1076 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "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); 1077 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 ());
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026 1078
1027 map->at (x, y).bot = above; /* goes on above it. */ 1079 ms.bot = above; /* goes on above it. */
1028 } 1080 }
1029 1081
1030 above = 0; 1082 above = 0;
1031 below = 0; 1083 below = 0;
1032 1084
1033 if (map->in_memory == MAP_SAVING) 1085 if (map->in_memory == MAP_SAVING)
1034 return; 1086 return;
1035 1087
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1088 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1089
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1090 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1091 {
1040 /* No point updating the players look faces if he is the object 1092 /* No point updating the players look faces if he is the object
1041 * being removed. 1093 * being removed.
1042 */ 1094 */
1043 1095
1055 1107
1056 if (tmp->contr->ns) 1108 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1109 tmp->contr->ns->floorbox_update ();
1058 } 1110 }
1059 1111
1060 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1061 if (check_walk_off 1113 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1116 {
1065 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1066 1118
1067 if (destroyed ()) 1119 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1121 }
1070 1122
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp; 1123 last = tmp;
1077 } 1124 }
1078 1125
1079 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1128 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1129 map->at (x, y).flags_ = 0;
1082 else 1130 else
1083 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1084 1132
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1122 } 1170 }
1123 1171
1124 return 0; 1172 return 0;
1125} 1173}
1126 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1127/* 1198/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1130 */ 1201 */
1131object * 1202object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1204{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1206 {
1141 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1143 } 1209 }
1144 1210
1145 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1146} 1212}
1147 1213
1166 * just 'op' otherwise 1232 * just 'op' otherwise
1167 */ 1233 */
1168object * 1234object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1171 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1172 sint16 x, y;
1173 1240
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179 1242
1180 if (m == NULL) 1243#if 0
1181 { 1244 if (!m->active != !op->active)
1182 char *dump = dump_object (op); 1245 if (m->active)
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1184 free (dump); 1247 else
1185 return op; 1248 op->deactivate_recursive ();
1186 } 1249#endif
1187 1250
1188 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1189 { 1252 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1192#ifdef MANY_CORES 1254#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted. 1257 * improperly inserted.
1196 */ 1258 */
1197 abort (); 1259 abort ();
1198#endif 1260#endif
1199 free (dump);
1200 return op; 1261 return op;
1201 } 1262 }
1202 1263
1203 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1204 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op; 1266 return 0;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240 1267
1241 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1269
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1272 * need extra work
1246 */ 1273 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1275 return 0;
1249 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1250 1279
1251 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1252 */ 1281 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1256 { 1285 {
1257 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1287 tmp->destroy ();
1259 } 1288 }
1276 op->below = originator->below; 1305 op->below = originator->below;
1277 1306
1278 if (op->below) 1307 if (op->below)
1279 op->below->above = op; 1308 op->below->above = op;
1280 else 1309 else
1281 op->ms ().bot = op; 1310 ms.bot = op;
1282 1311
1283 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1284 originator->below = op; 1313 originator->below = op;
1285 } 1314 }
1286 else 1315 else
1287 { 1316 {
1317 top = ms.bot;
1318
1288 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1290 { 1321 {
1291 object *last = NULL; 1322 object *last = 0;
1292 1323
1293 /* 1324 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1327 * Generally, we want to put the new object on top. But if
1300 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1304 */ 1335 */
1305 1336 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1337 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1339 floor = top;
1310 1340
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 top = top->below; 1344 top = top->below;
1315 break; 1345 break;
1316 } 1346 }
1317 1347
1318 last = top; 1348 last = top;
1319 top = top->above;
1320 } 1349 }
1321 1350
1322 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last; 1352 top = last;
1324 1353
1326 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1328 */ 1357 */
1329 1358
1330 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1363 * stacking is a bit odd.
1335 */ 1364 */
1336 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1338 { 1368 {
1339 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1371 break;
1372
1342 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1376 * set top to the object below us.
1346 */ 1377 */
1347 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1348 top = last->below; 1379 top = last->below;
1349 } 1380 }
1350 } /* If objects on this space */ 1381 } /* If objects on this space */
1351
1352 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1354 1384
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1386 top = floor;
1357 1387
1358 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1359 */ 1389 */
1360 1390
1361 /* First object on this space */ 1391 /* First object on this space */
1362 if (!top) 1392 if (!top)
1363 { 1393 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1365 1395
1366 if (op->above) 1396 if (op->above)
1367 op->above->below = op; 1397 op->above->below = op;
1368 1398
1369 op->below = NULL; 1399 op->below = 0;
1370 op->ms ().bot = op; 1400 ms.bot = op;
1371 } 1401 }
1372 else 1402 else
1373 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1374 op->above = top->above; 1404 op->above = top->above;
1375 1405
1378 1408
1379 op->below = top; 1409 op->below = top;
1380 top->above = op; 1410 top->above = op;
1381 } 1411 }
1382 1412
1383 if (op->above == NULL) 1413 if (!op->above)
1384 op->ms ().top = op; 1414 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1386 1416
1387 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1388 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1389 1425
1390 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1392 */ 1428 */
1393 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1430 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1431 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1397 1433
1398 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1441 * of effect may be sufficient.
1406 */ 1442 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1409 1445
1420 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1457 * update_object().
1422 */ 1458 */
1423 1459
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1462 {
1427 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1428 return 0; 1464 return 0;
1429 1465
1430 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1467 * walk on's.
1432 */ 1468 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1435 return 0; 1471 return 0;
1436 } 1472 }
1437 1473
1438 return op; 1474 return op;
1447{ 1483{
1448 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1449 1485
1450 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1451 1487
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1490 tmp->destroy ();
1455 1491
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1493
1458 tmp1->x = op->x; 1494 tmp1->x = op->x;
1459 tmp1->y = op->y; 1495 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp1, op->map, op, 0);
1497}
1498
1499object *
1500object::insert_at (object *where, object *originator, int flags)
1501{
1502 return where->map->insert (this, where->x, where->y, originator, flags);
1461} 1503}
1462 1504
1463/* 1505/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1508 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1509 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1510 * global static errmsg array.
1469 */ 1511 */
1470
1471object * 1512object *
1472get_split_ob (object *orig_ob, uint32 nr) 1513get_split_ob (object *orig_ob, uint32 nr)
1473{ 1514{
1474 object *newob; 1515 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1508 * 1549 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1551 */
1511
1512object * 1552object *
1513decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1514{ 1554{
1515 object *tmp; 1555 object *tmp;
1516 1556
1591 1631
1592/* 1632/*
1593 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1595 */ 1635 */
1596
1597void 1636void
1598add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1599{ 1638{
1600 while (op != NULL) 1639 while (op != NULL)
1601 { 1640 {
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1656 free (dump);
1618 return op; 1657 return op;
1619 } 1658 }
1620 1659
1621 if (where->head) 1660 if (where->head_ () != where)
1622 { 1661 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1663 where = where->head;
1625 } 1664 }
1626 1665
1627 return where->insert (op); 1666 return where->insert (op);
1628} 1667}
1633 * inside the object environment. 1672 * inside the object environment.
1634 * 1673 *
1635 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1637 */ 1676 */
1638
1639object * 1677object *
1640object::insert (object *op) 1678object::insert (object *op)
1641{ 1679{
1642 object *tmp, *otmp; 1680 object *tmp, *otmp;
1643 1681
1739 * 1777 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1780 * on top.
1743 */ 1781 */
1744
1745int 1782int
1746check_move_on (object *op, object *originator) 1783check_move_on (object *op, object *originator)
1747{ 1784{
1748 object *tmp; 1785 object *tmp;
1749 maptile *m = op->map; 1786 maptile *m = op->map;
1776 1813
1777 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1779 */ 1816 */
1780 1817
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1819 {
1783 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1821 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1822 * we don't need to check all of them.
1786 */ 1823 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1843 {
1807 1844
1808 float 1845 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1847
1811 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1851 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1845 */ 1882 */
1846object * 1883object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1885{
1849 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
1850 { 1887 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1889 return NULL;
1853 } 1890 }
1854 1891
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1893 if (tmp->arch == at)
1857 return tmp; 1894 return tmp;
1858 1895
1859 return NULL; 1896 return NULL;
1860} 1897}
1871 { 1908 {
1872 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1910 return NULL;
1874 } 1911 }
1875 1912
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1914 if (tmp->type == type)
1878 return tmp; 1915 return tmp;
1879 1916
1880 return NULL; 1917 return NULL;
1881} 1918}
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1996 {
1960 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1962 } 1999 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 2000}
1977 2001
1978/* 2002/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2021 } 2045 }
2022 2046
2023 if (!index) 2047 if (!index)
2024 return -1; 2048 return -1;
2025 2049
2026 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2027} 2051}
2028 2052
2029/* 2053/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2052{ 2076{
2053 arr += begin; 2077 arr += begin;
2054 end -= begin; 2078 end -= begin;
2055 2079
2056 while (--end) 2080 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2081 swap (arr [end], arr [rndm (end + 1)]);
2058} 2082}
2059 2083
2060/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2122 object *tmp;
2099 maptile *mp; 2123 maptile *mp;
2100 2124
2101 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2102 2126
2103 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2104 { 2128 {
2105 exclude = exclude->head; 2129 exclude = exclude->head;
2106 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2107 } 2131 }
2108 else 2132 else
2131 max = maxfree[i]; 2155 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2133 { 2157 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2161 break;
2138 2162
2139 if (tmp) 2163 if (tmp)
2140 return freedir[i]; 2164 return freedir[i];
2141 } 2165 }
2196 2220
2197 return 3; 2221 return 3;
2198} 2222}
2199 2223
2200/* 2224/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2227 */
2222
2223int 2228int
2224dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2225{ 2230{
2226 int d; 2231 int d;
2227 2232
2355 * create clone from object to another 2360 * create clone from object to another
2356 */ 2361 */
2357object * 2362object *
2358object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2359{ 2364{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2361 2366
2362 if (!asrc) 2367 if (!asrc)
2363 return 0; 2368 return 0;
2364 2369
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2370 src = asrc->head_ ();
2368 2371
2369 prev = 0; 2372 prev = 0;
2370 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2371 { 2374 {
2372 tmp = part->clone (); 2375 tmp = part->clone ();
2373 tmp->x -= src->x; 2376 tmp->x -= src->x;
2374 tmp->y -= src->y; 2377 tmp->y -= src->y;
2375 2378
2393 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2394 2397
2395 return dst; 2398 return dst;
2396} 2399}
2397 2400
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2402 * has the same type and subtype match.
2438 * returns NULL if no match. 2403 * returns NULL if no match.
2439 */ 2404 */
2440object * 2405object *
2493 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2494 return link->value; 2459 return link->value;
2495 2460
2496 return 0; 2461 return 0;
2497} 2462}
2498
2499 2463
2500/* 2464/*
2501 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2502 * 2466 *
2503 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2527 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2494 * we get this value back again.
2531 */ 2495 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2497 field->value = 0;
2534 else 2498 else
2535 { 2499 {
2536 if (last) 2500 if (last)
2537 last->next = field->next; 2501 last->next = field->next;
2606 } 2570 }
2607 else 2571 else
2608 item = item->env; 2572 item = item->env;
2609} 2573}
2610 2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2611// return a suitable string describing an objetc in enough detail to find it 2603// return a suitable string describing an object in enough detail to find it
2612const char * 2604const char *
2613object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2614{ 2606{
2607 char flagdesc[512];
2615 char info2[256 * 3]; 2608 char info2[256 * 4];
2616 char *p = info; 2609 char *p = info;
2617 2610
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, 2612 count, uuid.seq,
2620 &name, 2613 &name,
2621 title ? " " : "", 2614 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2623 2617
2624 if (env) 2618 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2620
2627 if (map) 2621 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2623
2630 return info; 2624 return info;
2631} 2625}
2632 2626
2633const char * 2627const char *
2634object::debug_desc () const 2628object::debug_desc () const
2635{ 2629{
2636 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2637 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2638} 2634}
2639 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mt = name_to_material (materialname))
2647 return mt;
2648
2649 return name_to_material (shstr_unknown);
2650}
2651
2652void
2653object::open_container (object *new_container)
2654{
2655 if (container == new_container)
2656 return;
2657
2658 if (object *old_container = container)
2659 {
2660 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2661 return;
2662
2663#if 0
2664 // remove the "Close old_container" object.
2665 if (object *closer = old_container->inv)
2666 if (closer->type == CLOSE_CON)
2667 closer->destroy ();
2668#endif
2669
2670 old_container->flag [FLAG_APPLIED] = 0;
2671 container = 0;
2672
2673 esrv_update_item (UPD_FLAGS, this, old_container);
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2675 }
2676
2677 if (new_container)
2678 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2680 return;
2681
2682 // TODO: this does not seem to serve any purpose anymore?
2683#if 0
2684 // insert the "Close Container" object.
2685 if (archetype *closer = new_container->other_arch)
2686 {
2687 object *closer = arch_to_object (new_container->other_arch);
2688 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2689 new_container->insert (closer);
2690 }
2691#endif
2692
2693 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2694
2695 new_container->flag [FLAG_APPLIED] = 1;
2696 container = new_container;
2697
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines