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Comparing deliantra/server/common/object.C (file contents):
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC vs.
Revision 1.181 by elmex, Sun Aug 19 19:34:05 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}
576
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 ();
526 592
527 dst->set_speed (dst->speed); 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/*
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
559object::set_speed (float speed) 644object::set_speed (float speed)
560{ 645{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 646 if (flag [FLAG_FREED] && speed)
567 { 647 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 649 speed = 0;
570 } 650 }
571 651
572 this->speed = speed; 652 this->speed = speed;
573 653
574 if (arch_init) 654 if (has_active_speed ())
575 return; 655 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 656 else
593 { 657 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 658}
648 659
649/* 660/*
650 * update_object() updates the the map. 661 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
665 */ 676 */
666void 677void
667update_object (object *op, int action) 678update_object (object *op, int action)
668{ 679{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 680 if (op == NULL)
672 { 681 {
673 /* this should never happen */ 682 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 684 return;
699 return; 708 return;
700 } 709 }
701 710
702 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
703 712
704 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 714 /* nop */;
706 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
707 { 716 {
708 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* 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
719 * to have move_allow right now. 728 * to have move_allow right now.
720 */ 729 */
721 || ((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
722 || 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)
723 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
724 } 733 }
725 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 736 * that is being removed.
728 */ 737 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
733 else 742 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 744
736 if (op->more) 745 if (op->more)
737 update_object (op->more, action); 746 update_object (op->more, action);
738} 747}
739 748
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 749object::object ()
744{ 750{
745 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
746 752
747 expmul = 1.0; 753 expmul = 1.0;
748 face = blank_face; 754 face = blank_face;
749} 755}
750 756
751object::~object () 757object::~object ()
752{ 758{
759 unlink ();
760
753 free_key_values (this); 761 free_key_values (this);
754} 762}
755 763
764static int object_count;
765
756void object::link () 766void object::link ()
757{ 767{
758 count = ++ob_count; 768 assert (!index);//D
759 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
760 771
761 prev = 0; 772 refcnt_inc ();
762 next = object::first; 773 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 774}
769 775
770void object::unlink () 776void object::unlink ()
771{ 777{
772 if (this == object::first) 778 if (!index)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op; 779 return;
780
781 objects.erase (this);
782 refcnt_dec ();
788} 783}
789 784
790void 785void
791object::do_destroy () 786object::activate ()
792{ 787{
793 attachable::do_destroy (); 788 /* If already on active list, don't do anything */
794 789 if (active)
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return; 790 return;
806 791
807 flag [FLAG_FREED] = 1; 792 if (has_active_speed ())
793 actives.insert (this);
794}
808 795
809 while (inv) 796void
810 inv->destroy (); 797object::activate_recursive ()
798{
799 activate ();
811 800
812 set_speed (0); 801 for (object *op = inv; op; op = op->below)
813 unlink (); 802 op->activate_recursive ();
803}
814 804
815 // hack to ensure that freed objects still have a valid map 805/* This function removes object 'op' from the list of active
816 { 806 * objects.
817 static maptile *freed_map; // freed objects are moved here to avoid crashes 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;
818 819
819 if (!freed_map) 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)
820 { 836 {
821 freed_map = new maptile; 837 op->flag [flag] = value;
822 838 op->set_flag_inv (flag, value);
823 freed_map->name = "/internal/freed_objects_map";
824 freed_map->width = 3;
825 freed_map->height = 3;
826
827 freed_map->allocate ();
828 } 839 }
829
830 map = freed_map;
831 x = 1;
832 y = 1;
833 }
834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
843 // clear those pointers that likely might have circular references to us
844 owner = 0;
845 enemy = 0;
846 attacked_by = 0;
847
848 // only relevant for players(?), but make sure of it anyways
849 contr = 0;
850} 840}
851 841
852/* 842/*
853 * 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.
854 * object.c ? 844 * object.c ?
855 */ 845 */
856void 846void
857object::destroy_inv (bool drop_to_ground) 847object::destroy_inv (bool drop_to_ground)
858{ 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
859 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
861 * drop on that space. 859 * drop on that space.
862 */ 860 */
863 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)
864 { 866 {
865 while (inv) 867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 870 inv->destroy ();
871 }
867 } 872 }
868 else 873 else
869 { /* Put objects in inventory onto this space */ 874 { /* Put objects in inventory onto this space */
870 while (inv) 875 while (inv)
871 { 876 {
873 878
874 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE 881 || op->type == RUNE
877 || op->type == TRAP 882 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
879 op->destroy (); 885 op->destroy ();
880 else 886 else
881 { 887 map->insert (op, x, y);
882 op->remove ();
883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
886 }
887 } 888 }
888 } 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;
889} 954}
890 955
891void 956void
892object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
893{ 958{
894 if (destroyed ()) 959 if (destroyed ())
895 return; 960 return;
896 961
897 if (destroy_inventory) 962 if (destroy_inventory)
898 destroy_inv (true); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
899 970
900 attachable::destroy (); 971 attachable::destroy ();
901} 972}
902 973
903/* 974/*
921 * This function removes the object op from the linked list of objects 992 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 993 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
925 * the previous environment. 996 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 997 */
928void 998void
929object::remove () 999object::do_remove ()
930{ 1000{
931 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
932 object *otmp; 1002 object *otmp;
933 1003
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
956 * to save cpu time. 1026 * to save cpu time.
957 */ 1027 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 1029 otmp->update_stats ();
960 1030
961 if (above != NULL) 1031 if (above)
962 above->below = below; 1032 above->below = below;
963 else 1033 else
964 env->inv = below; 1034 env->inv = below;
965 1035
966 if (below != NULL) 1036 if (below)
967 below->above = above; 1037 below->above = above;
968 1038
969 /* we set up values so that it could be inserted into 1039 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up 1040 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do. 1041 * to the caller to decide what we want to do.
975 above = 0, below = 0; 1045 above = 0, below = 0;
976 env = 0; 1046 env = 0;
977 } 1047 }
978 else if (map) 1048 else if (map)
979 { 1049 {
980 /* Re did the following section of code - it looks like it had 1050 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
983 1064
984 /* link the object above us */ 1065 /* link the object above us */
985 if (above) 1066 if (above)
986 above->below = below; 1067 above->below = below;
987 else 1068 else
988 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
989 1070
990 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
991 if (below) 1072 if (below)
992 below->above = above; 1073 below->above = above;
993 else 1074 else
995 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
997 * evident 1078 * evident
998 */ 1079 */
999 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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); 1081 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 ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 1082
1010 map->at (x, y).bot = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1011 } 1084 }
1012 1085
1013 above = 0; 1086 above = 0;
1014 below = 0; 1087 below = 0;
1015 1088
1016 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1017 return; 1090 return;
1018 1091
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1107 {
1023 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1024 * being removed. 1109 * being removed.
1025 */ 1110 */
1026 1111
1027 if (tmp->type == PLAYER && tmp != this)
1028 {
1029 /* If a container that the player is currently using somehow gets
1030 * removed (most likely destroyed), update the player view
1031 * appropriately.
1032 */
1033 if (tmp->container == this)
1034 {
1035 flag [FLAG_APPLIED] = 0;
1036 tmp->container = 0;
1037 }
1038
1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1041 }
1042
1043 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1044 if (check_walk_off 1113 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1116 {
1048 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1049 1118
1050 if (destroyed ()) 1119 if (destroyed ())
1051 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 ());
1052 } 1121 }
1053 1122
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp; 1123 last = tmp;
1060 } 1124 }
1061 1125
1062 /* 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?
1063 if (!last) 1128 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1129 map->at (x, y).flags_ = 0;
1065 else 1130 else
1066 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1067 1132
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1105 } 1170 }
1106 1171
1107 return 0; 1172 return 0;
1108} 1173}
1109 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
1110/* 1198/*
1111 * 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
1112 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1113 */ 1201 */
1114object * 1202object *
1115insert_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)
1116{ 1204{
1117 object *tmp;
1118
1119 if (op->head)
1120 op = op->head;
1121
1122 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1123 { 1206 {
1124 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1125 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1126 } 1209 }
1127 1210
1128 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1129} 1212}
1130 1213
1149 * just 'op' otherwise 1232 * just 'op' otherwise
1150 */ 1233 */
1151object * 1234object *
1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1153{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1154 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1155 sint16 x, y;
1156 1240
1157 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (m == NULL)
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170 1242
1171 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1172 { 1244 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1175#ifdef MANY_CORES 1246#ifdef MANY_CORES
1176 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1177 * is likely to cause a crash. Better to find out where it is getting 1248 * is likely to cause a crash. Better to find out where it is getting
1178 * improperly inserted. 1249 * improperly inserted.
1179 */ 1250 */
1180 abort (); 1251 abort ();
1181#endif 1252#endif
1182 free (dump);
1183 return op; 1253 return op;
1184 } 1254 }
1185 1255
1186 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1256 if (object *more = op->more)
1187 { 1257 if (!insert_ob_in_map (more, m, originator, flag))
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1190 free (dump);
1191 return op; 1258 return 0;
1192 }
1193
1194 if (op->more)
1195 {
1196 /* The part may be on a different map. */
1197
1198 object *more = op->more;
1199
1200 /* We really need the caller to normalize coordinates - if
1201 * we set the map, that doesn't work if the location is within
1202 * a map and this is straddling an edge. So only if coordinate
1203 * is clear wrong do we normalize it.
1204 */
1205 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1206 more->map = get_map_from_coord (m, &more->x, &more->y);
1207 else if (!more->map)
1208 {
1209 /* For backwards compatibility - when not dealing with tiled maps,
1210 * more->map should always point to the parent.
1211 */
1212 more->map = m;
1213 }
1214
1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1216 {
1217 if (!op->head)
1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1219
1220 return 0;
1221 }
1222 }
1223 1259
1224 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1225 1261
1226 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1227 * of areas of callers (eg, anything that uses find_free_spot would now 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1228 * need extra work 1264 * need extra work
1229 */ 1265 */
1230 op->map = get_map_from_coord (m, &op->x, &op->y); 1266 if (!xy_normalise (m, op->x, op->y))
1231 x = op->x; 1267 return 0;
1232 y = op->y; 1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1233 1271
1234 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1235 */ 1273 */
1236 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1238 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1239 { 1277 {
1240 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1241 tmp->destroy (); 1279 tmp->destroy ();
1242 } 1280 }
1259 op->below = originator->below; 1297 op->below = originator->below;
1260 1298
1261 if (op->below) 1299 if (op->below)
1262 op->below->above = op; 1300 op->below->above = op;
1263 else 1301 else
1264 op->ms ().bot = op; 1302 ms.bot = op;
1265 1303
1266 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1267 originator->below = op; 1305 originator->below = op;
1268 } 1306 }
1269 else 1307 else
1270 { 1308 {
1309 top = ms.bot;
1310
1271 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1272 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if ((!(flag & INS_MAP_LOAD)) && top)
1273 { 1313 {
1274 object *last = NULL; 1314 object *last = 0;
1275 1315
1276 /* 1316 /*
1277 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1278 * We've already dealt with merging if appropriate. 1318 * We've already dealt with merging if appropriate.
1279 * Generally, we want to put the new object on top. But if 1319 * Generally, we want to put the new object on top. But if
1283 * once we get to them. This reduces the need to traverse over all of 1323 * once we get to them. This reduces the need to traverse over all of
1284 * them when adding another one - this saves quite a bit of cpu time 1324 * them when adding another one - this saves quite a bit of cpu time
1285 * when lots of spells are cast in one area. Currently, it is presumed 1325 * when lots of spells are cast in one area. Currently, it is presumed
1286 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1287 */ 1327 */
1288 1328 for (top = ms.bot; top; top = top->above)
1289 while (top != NULL)
1290 { 1329 {
1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292 floor = top; 1331 floor = top;
1293 1332
1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1297 top = top->below; 1336 top = top->below;
1298 break; 1337 break;
1299 } 1338 }
1300 1339
1301 last = top; 1340 last = top;
1302 top = top->above;
1303 } 1341 }
1304 1342
1305 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1306 top = last; 1344 top = last;
1307 1345
1309 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1310 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1311 */ 1349 */
1312 1350
1313 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1314 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1315 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1316 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1317 * stacking is a bit odd. 1355 * stacking is a bit odd.
1318 */ 1356 */
1319 if (!(flag & INS_ON_TOP) && 1357 if (!(flag & INS_ON_TOP)
1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1321 { 1360 {
1322 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1324 break; 1363 break;
1364
1325 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1326 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1327 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1328 * set top to the object below us. 1368 * set top to the object below us.
1329 */ 1369 */
1330 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1331 top = last->below; 1371 top = last->below;
1332 } 1372 }
1333 } /* If objects on this space */ 1373 } /* If objects on this space */
1334
1335 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1336 top = GET_MAP_TOP (op->map, op->x, op->y); 1375 top = ms.top;
1337 1376
1338 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1339 top = floor; 1378 top = floor;
1340 1379
1341 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1342 */ 1381 */
1343 1382
1344 /* First object on this space */ 1383 /* First object on this space */
1345 if (!top) 1384 if (!top)
1346 { 1385 {
1347 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1348 1387
1349 if (op->above) 1388 if (op->above)
1350 op->above->below = op; 1389 op->above->below = op;
1351 1390
1352 op->below = NULL; 1391 op->below = 0;
1353 op->ms ().bot = op; 1392 ms.bot = op;
1354 } 1393 }
1355 else 1394 else
1356 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1357 op->above = top->above; 1396 op->above = top->above;
1358 1397
1361 1400
1362 op->below = top; 1401 op->below = top;
1363 top->above = op; 1402 top->above = op;
1364 } 1403 }
1365 1404
1366 if (op->above == NULL) 1405 if (!op->above)
1367 op->ms ().top = op; 1406 ms.top = op;
1368 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1369 1408
1370 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1371 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1372 1415
1373 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1374 * it, so save a few ticks and start from there. 1417
1375 */
1376 if (!(flag & INS_MAP_LOAD)) 1418 if (!(flag & INS_MAP_LOAD))
1377 if (object *pl = op->ms ().player ()) 1419 if (object *pl = ms.player ())
1378 if (pl->contr->ns)
1379 pl->contr->ns->floorbox_update (); 1420 pl->contr->ns->floorbox_update ();
1380 1421
1381 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1382 * visible to others on this map. But update_all_los is really 1423 * visible to others on this map. But update_all_los is really
1383 * an inefficient way to do this, as it means los for all players 1424 * an inefficient way to do this, as it means los for all players
1384 * on the map will get recalculated. The players could very well 1425 * on the map will get recalculated. The players could very well
1385 * be far away from this change and not affected in any way - 1426 * be far away from this change and not affected in any way -
1386 * this should get redone to only look for players within range, 1427 * this should get redone to only look for players within range,
1387 * or just updating the P_NEED_UPDATE for spaces within this area 1428 * or just updating the P_UPTODATE for spaces within this area
1388 * of effect may be sufficient. 1429 * of effect may be sufficient.
1389 */ 1430 */
1390 if (op->map->darkness && (op->glow_radius != 0)) 1431 if (op->map->darkness && (op->glow_radius != 0))
1391 update_all_los (op->map, op->x, op->y); 1432 update_all_los (op->map, op->x, op->y);
1392 1433
1403 * blocked() and wall() work properly), and these flags are updated by 1444 * blocked() and wall() work properly), and these flags are updated by
1404 * update_object(). 1445 * update_object().
1405 */ 1446 */
1406 1447
1407 /* if this is not the head or flag has been passed, don't check walk on status */ 1448 /* if this is not the head or flag has been passed, don't check walk on status */
1408 if (!(flag & INS_NO_WALK_ON) && !op->head) 1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1409 { 1450 {
1410 if (check_move_on (op, originator)) 1451 if (check_move_on (op, originator))
1411 return 0; 1452 return 0;
1412 1453
1413 /* If we are a multi part object, lets work our way through the check 1454 /* If we are a multi part object, lets work our way through the check
1414 * walk on's. 1455 * walk on's.
1415 */ 1456 */
1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op->more; tmp; tmp = tmp->more)
1417 if (check_move_on (tmp, originator)) 1458 if (check_move_on (tmp, originator))
1418 return 0; 1459 return 0;
1419 } 1460 }
1420 1461
1421 return op; 1462 return op;
1430{ 1471{
1431 object *tmp, *tmp1; 1472 object *tmp, *tmp1;
1432 1473
1433 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1434 1475
1435 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1437 tmp->destroy (); 1478 tmp->destroy ();
1438 1479
1439 tmp1 = arch_to_object (archetype::find (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1440 1481
1441 tmp1->x = op->x; 1482 tmp1->x = op->x;
1442 tmp1->y = op->y; 1483 tmp1->y = op->y;
1443 insert_ob_in_map (tmp1, op->map, op, 0); 1484 insert_ob_in_map (tmp1, op->map, op, 0);
1485}
1486
1487object *
1488object::insert_at (object *where, object *originator, int flags)
1489{
1490 return where->map->insert (this, where->x, where->y, originator, flags);
1444} 1491}
1445 1492
1446/* 1493/*
1447 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1448 * is returned contains nr objects, and the remaining parts contains 1495 * is returned contains nr objects, and the remaining parts contains
1449 * the rest (or is removed and freed if that number is 0). 1496 * the rest (or is removed and freed if that number is 0).
1450 * On failure, NULL is returned, and the reason put into the 1497 * On failure, NULL is returned, and the reason put into the
1451 * global static errmsg array. 1498 * global static errmsg array.
1452 */ 1499 */
1453
1454object * 1500object *
1455get_split_ob (object *orig_ob, uint32 nr) 1501get_split_ob (object *orig_ob, uint32 nr)
1456{ 1502{
1457 object *newob; 1503 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1489 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1491 * 1537 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1539 */
1494
1495object * 1540object *
1496decrease_ob_nr (object *op, uint32 i) 1541decrease_ob_nr (object *op, uint32 i)
1497{ 1542{
1498 object *tmp; 1543 object *tmp;
1499 1544
1574 1619
1575/* 1620/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1621 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1622 * and also updates how much the environment(s) is/are carrying.
1578 */ 1623 */
1579
1580void 1624void
1581add_weight (object *op, signed long weight) 1625add_weight (object *op, signed long weight)
1582{ 1626{
1583 while (op != NULL) 1627 while (op != NULL)
1584 { 1628 {
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1643 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1644 free (dump);
1601 return op; 1645 return op;
1602 } 1646 }
1603 1647
1604 if (where->head) 1648 if (where->head_ () != where)
1605 { 1649 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1650 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1651 where = where->head;
1608 } 1652 }
1609 1653
1610 return where->insert (op); 1654 return where->insert (op);
1611} 1655}
1616 * inside the object environment. 1660 * inside the object environment.
1617 * 1661 *
1618 * The function returns now pointer to inserted item, and return value can 1662 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1663 * be != op, if items are merged. -Tero
1620 */ 1664 */
1621
1622object * 1665object *
1623object::insert (object *op) 1666object::insert (object *op)
1624{ 1667{
1625 object *tmp, *otmp; 1668 object *tmp, *otmp;
1626 1669
1722 * 1765 *
1723 * MSW 2001-07-08: Check all objects on space, not just those below 1766 * MSW 2001-07-08: Check all objects on space, not just those below
1724 * object being inserted. insert_ob_in_map may not put new objects 1767 * object being inserted. insert_ob_in_map may not put new objects
1725 * on top. 1768 * on top.
1726 */ 1769 */
1727
1728int 1770int
1729check_move_on (object *op, object *originator) 1771check_move_on (object *op, object *originator)
1730{ 1772{
1731 object *tmp; 1773 object *tmp;
1732 maptile *m = op->map; 1774 maptile *m = op->map;
1759 1801
1760 /* The objects have to be checked from top to bottom. 1802 /* The objects have to be checked from top to bottom.
1761 * Hence, we first go to the top: 1803 * Hence, we first go to the top:
1762 */ 1804 */
1763 1805
1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1806 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1765 { 1807 {
1766 /* Trim the search when we find the first other spell effect 1808 /* Trim the search when we find the first other spell effect
1767 * this helps performance so that if a space has 50 spell objects, 1809 * this helps performance so that if a space has 50 spell objects,
1768 * we don't need to check all of them. 1810 * we don't need to check all of them.
1769 */ 1811 */
1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1789 { 1831 {
1790 1832
1791 float 1833 float
1792 diff = tmp->move_slow_penalty * FABS (op->speed); 1834 diff = tmp->move_slow_penalty * fabs (op->speed);
1793 1835
1794 if (op->type == PLAYER) 1836 if (op->type == PLAYER)
1795 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1837 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1796 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1838 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1797 diff /= 4.0; 1839 diff /= 4.0;
1827 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1828 */ 1870 */
1829object * 1871object *
1830present_arch (const archetype *at, maptile *m, int x, int y) 1872present_arch (const archetype *at, maptile *m, int x, int y)
1831{ 1873{
1832 if (m == NULL || out_of_map (m, x, y)) 1874 if (!m || out_of_map (m, x, y))
1833 { 1875 {
1834 LOG (llevError, "Present_arch called outside map.\n"); 1876 LOG (llevError, "Present_arch called outside map.\n");
1835 return NULL; 1877 return NULL;
1836 } 1878 }
1837 1879
1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1839 if (tmp->arch == at) 1881 if (tmp->arch == at)
1840 return tmp; 1882 return tmp;
1841 1883
1842 return NULL; 1884 return NULL;
1843} 1885}
1854 { 1896 {
1855 LOG (llevError, "Present called outside map.\n"); 1897 LOG (llevError, "Present called outside map.\n");
1856 return NULL; 1898 return NULL;
1857 } 1899 }
1858 1900
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1901 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->type == type) 1902 if (tmp->type == type)
1861 return tmp; 1903 return tmp;
1862 1904
1863 return NULL; 1905 return NULL;
1864} 1906}
1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 { 1984 {
1943 CLEAR_FLAG (tmp, flag); 1985 CLEAR_FLAG (tmp, flag);
1944 unflag_inv (tmp, flag); 1986 unflag_inv (tmp, flag);
1945 } 1987 }
1946}
1947
1948/*
1949 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1950 * all it's inventory (recursively).
1951 * If checksums are used, a player will get set_cheat called for
1952 * him/her-self and all object carried by a call to this function.
1953 */
1954void
1955set_cheat (object *op)
1956{
1957 SET_FLAG (op, FLAG_WAS_WIZ);
1958 flag_inv (op, FLAG_WAS_WIZ);
1959} 1988}
1960 1989
1961/* 1990/*
1962 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
1963 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
2004 } 2033 }
2005 2034
2006 if (!index) 2035 if (!index)
2007 return -1; 2036 return -1;
2008 2037
2009 return altern[RANDOM () % index]; 2038 return altern [rndm (index)];
2010} 2039}
2011 2040
2012/* 2041/*
2013 * find_first_free_spot(archetype, maptile, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2014 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2035{ 2064{
2036 arr += begin; 2065 arr += begin;
2037 end -= begin; 2066 end -= begin;
2038 2067
2039 while (--end) 2068 while (--end)
2040 swap (arr [end], arr [RANDOM () % (end + 1)]); 2069 swap (arr [end], arr [rndm (end + 1)]);
2041} 2070}
2042 2071
2043/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2081 object *tmp; 2110 object *tmp;
2082 maptile *mp; 2111 maptile *mp;
2083 2112
2084 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2085 2114
2086 if (exclude && exclude->head) 2115 if (exclude && exclude->head_ () != exclude)
2087 { 2116 {
2088 exclude = exclude->head; 2117 exclude = exclude->head;
2089 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2090 } 2119 }
2091 else 2120 else
2114 max = maxfree[i]; 2143 max = maxfree[i];
2115 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2116 { 2145 {
2117 for (tmp = ms.bot; tmp; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2118 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2119 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2120 break; 2149 break;
2121 2150
2122 if (tmp) 2151 if (tmp)
2123 return freedir[i]; 2152 return freedir[i];
2124 } 2153 }
2179 2208
2180 return 3; 2209 return 3;
2181} 2210}
2182 2211
2183/* 2212/*
2184 * absdir(int): Returns a number between 1 and 8, which represent
2185 * the "absolute" direction of a number (it actually takes care of
2186 * "overflow" in previous calculations of a direction).
2187 */
2188
2189int
2190absdir (int d)
2191{
2192 while (d < 1)
2193 d += 8;
2194
2195 while (d > 8)
2196 d -= 8;
2197
2198 return d;
2199}
2200
2201/*
2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2213 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2203 * between two directions (which are expected to be absolute (see absdir()) 2214 * between two directions (which are expected to be absolute (see absdir())
2204 */ 2215 */
2205
2206int 2216int
2207dirdiff (int dir1, int dir2) 2217dirdiff (int dir1, int dir2)
2208{ 2218{
2209 int d; 2219 int d;
2210 2220
2323 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2324 * core dumps if they do. 2334 * core dumps if they do.
2325 * 2335 *
2326 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2327 */ 2337 */
2328
2329int 2338int
2330can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2331{ 2340{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2338 * create clone from object to another 2347 * create clone from object to another
2339 */ 2348 */
2340object * 2349object *
2341object_create_clone (object *asrc) 2350object_create_clone (object *asrc)
2342{ 2351{
2343 object *dst = 0, *tmp, *src, *part, *prev, *item; 2352 object *dst = 0, *tmp, *src, *prev, *item;
2344 2353
2345 if (!asrc) 2354 if (!asrc)
2346 return 0; 2355 return 0;
2347 2356
2348 src = asrc;
2349 if (src->head)
2350 src = src->head; 2357 src = asrc->head_ ();
2351 2358
2352 prev = 0; 2359 prev = 0;
2353 for (part = src; part; part = part->more) 2360 for (object *part = src; part; part = part->more)
2354 { 2361 {
2355 tmp = part->clone (); 2362 tmp = part->clone ();
2356 tmp->x -= src->x; 2363 tmp->x -= src->x;
2357 tmp->y -= src->y; 2364 tmp->y -= src->y;
2358 2365
2376 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (object_create_clone (item), dst);
2377 2384
2378 return dst; 2385 return dst;
2379} 2386}
2380 2387
2381/* GROS - Creates an object using a string representing its content. */
2382/* Basically, we save the content of the string to a temp file, then call */
2383/* load_object on it. I admit it is a highly inefficient way to make things, */
2384/* but it was simple to make and allows reusing the load_object function. */
2385/* Remember not to use load_object_str in a time-critical situation. */
2386/* Also remember that multiparts objects are not supported for now. */
2387object *
2388load_object_str (const char *obstr)
2389{
2390 object *op;
2391 char filename[MAX_BUF];
2392
2393 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2394
2395 FILE *tempfile = fopen (filename, "w");
2396
2397 if (tempfile == NULL)
2398 {
2399 LOG (llevError, "Error - Unable to access load object temp file\n");
2400 return NULL;
2401 }
2402
2403 fprintf (tempfile, obstr);
2404 fclose (tempfile);
2405
2406 op = object::create ();
2407
2408 object_thawer thawer (filename);
2409
2410 if (thawer)
2411 load_object (thawer, op, 0);
2412
2413 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2414 CLEAR_FLAG (op, FLAG_REMOVED);
2415
2416 return op;
2417}
2418
2419/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2420 * has the same type and subtype match. 2389 * has the same type and subtype match.
2421 * returns NULL if no match. 2390 * returns NULL if no match.
2422 */ 2391 */
2423object * 2392object *
2476 if (link->key == canonical_key) 2445 if (link->key == canonical_key)
2477 return link->value; 2446 return link->value;
2478 2447
2479 return 0; 2448 return 0;
2480} 2449}
2481
2482 2450
2483/* 2451/*
2484 * Updates the canonical_key in op to value. 2452 * Updates the canonical_key in op to value.
2485 * 2453 *
2486 * canonical_key is a shared string (value doesn't have to be). 2454 * canonical_key is a shared string (value doesn't have to be).
2510 /* Basically, if the archetype has this key set, 2478 /* Basically, if the archetype has this key set,
2511 * we need to store the null value so when we save 2479 * we need to store the null value so when we save
2512 * it, we save the empty value so that when we load, 2480 * it, we save the empty value so that when we load,
2513 * we get this value back again. 2481 * we get this value back again.
2514 */ 2482 */
2515 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2483 if (get_ob_key_link (op->arch, canonical_key))
2516 field->value = 0; 2484 field->value = 0;
2517 else 2485 else
2518 { 2486 {
2519 if (last) 2487 if (last)
2520 last->next = field->next; 2488 last->next = field->next;
2589 } 2557 }
2590 else 2558 else
2591 item = item->env; 2559 item = item->env;
2592} 2560}
2593 2561
2562const char *
2563object::flag_desc (char *desc, int len) const
2564{
2565 char *p = desc;
2566 bool first = true;
2567
2568 *p = 0;
2569
2570 for (int i = 0; i < NUM_FLAGS; i++)
2571 {
2572 if (len <= 10) // magic constant!
2573 {
2574 snprintf (p, len, ",...");
2575 break;
2576 }
2577
2578 if (flag [i])
2579 {
2580 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2581 len -= cnt;
2582 p += cnt;
2583 first = false;
2584 }
2585 }
2586
2587 return desc;
2588}
2589
2594// return a suitable string describing an objetc in enough detail to find it 2590// return a suitable string describing an object in enough detail to find it
2595const char * 2591const char *
2596object::debug_desc (char *info) const 2592object::debug_desc (char *info) const
2597{ 2593{
2594 char flagdesc[512];
2598 char info2[256 * 3]; 2595 char info2[256 * 4];
2599 char *p = info; 2596 char *p = info;
2600 2597
2601 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2602 count, 2599 count, uuid.seq,
2603 &name, 2600 &name,
2604 title ? " " : "", 2601 title ? "\",title:\"" : "",
2605 title ? (const char *)title : ""); 2602 title ? (const char *)title : "",
2603 flag_desc (flagdesc, 512), type);
2606 2604
2607 if (env) 2605 if (!this->flag[FLAG_REMOVED] && env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609 2607
2610 if (map) 2608 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2609 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2612 2610
2613 return info; 2611 return info;
2614} 2612}
2615 2613
2616const char * 2614const char *
2617object::debug_desc () const 2615object::debug_desc () const
2618{ 2616{
2619 static char info[256 * 3]; 2617 static char info[3][256 * 4];
2618 static int info_idx;
2619
2620 return debug_desc (info); 2620 return debug_desc (info [++info_idx % 3]);
2621} 2621}
2622 2622
2623struct region *
2624object::region () const
2625{
2626 return map ? map->region (x, y)
2627 : region::default_region ();
2628}
2629
2630const materialtype_t *
2631object::dominant_material () const
2632{
2633 if (materialtype_t *mt = name_to_material (materialname))
2634 return mt;
2635
2636 return name_to_material (shstr_unknown);
2637}
2638
2639void
2640object::open_container (object *new_container)
2641{
2642 if (container == new_container)
2643 return;
2644
2645 if (object *old_container = container)
2646 {
2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648 return;
2649
2650#if 0
2651 // remove the "Close old_container" object.
2652 if (object *closer = old_container->inv)
2653 if (closer->type == CLOSE_CON)
2654 closer->destroy ();
2655#endif
2656
2657 old_container->flag [FLAG_APPLIED] = 0;
2658 container = 0;
2659
2660 esrv_update_item (UPD_FLAGS, this, old_container);
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2662 play_sound (sound_find ("chest_close"));
2663 }
2664
2665 if (new_container)
2666 {
2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2668 return;
2669
2670 // TODO: this does not seem to serve any purpose anymore?
2671#if 0
2672 // insert the "Close Container" object.
2673 if (archetype *closer = new_container->other_arch)
2674 {
2675 object *closer = arch_to_object (new_container->other_arch);
2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2677 new_container->insert (closer);
2678 }
2679#endif
2680
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2682
2683 new_container->flag [FLAG_APPLIED] = 1;
2684 container = new_container;
2685
2686 esrv_update_item (UPD_FLAGS, this, new_container);
2687 esrv_send_inventory (this, new_container);
2688 play_sound (sound_find ("chest_open"));
2689 }
2690}
2691
2692object *
2693object::force_find (const shstr name)
2694{
2695 /* cycle through his inventory to look for the MARK we want to
2696 * place
2697 */
2698 for (object *tmp = inv; tmp; tmp = tmp->below)
2699 if (tmp->type == FORCE && tmp->slaying == name)
2700 return splay (tmp);
2701
2702 return 0;
2703}
2704
2705void
2706object::force_add (const shstr name, int duration)
2707{
2708 if (object *force = force_find (name))
2709 force->destroy ();
2710
2711 object *force = get_archetype (FORCE_NAME);
2712
2713 force->slaying = name;
2714 force->stats.food = 1;
2715 force->speed_left = -1.f;
2716
2717 force->set_speed (duration ? 1.f / duration : 0.f);
2718 force->flag [FLAG_IS_USED_UP] = true;
2719 force->flag [FLAG_APPLIED] = true;
2720
2721 insert (force);
2722}
2723
2724void
2725object::play_sound (faceidx sound) const
2726{
2727 if (!sound)
2728 return;
2729
2730 if (flag [FLAG_REMOVED])
2731 return;
2732
2733 if (env)
2734 {
2735 if (object *pl = in_player ())
2736 pl->contr->play_sound (sound);
2737 }
2738 else
2739 map->play_sound (sound, x, y);
2740}
2741

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