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Comparing deliantra/server/common/object.C (file contents):
Revision 1.90 by root, Tue Dec 26 10:14:24 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}
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; 779 return;
774 780
775 /* Remove this object from the list of used objects */ 781 objects.erase (this);
776 if (prev) prev->next = next; 782 refcnt_dec ();
777 if (next) next->prev = prev; 783}
778 784
779 prev = 0; 785void
780 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
781} 840}
782 841
783/* 842/*
784 * 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.
785 * object.c ? 844 * object.c ?
786 */ 845 */
787void 846void
788object::destroy_inv (bool drop_to_ground) 847object::destroy_inv (bool drop_to_ground)
789{ 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
790 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
792 * drop on that space. 859 * drop on that space.
793 */ 860 */
794 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)
795 { 866 {
796 while (inv) 867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 870 inv->destroy ();
871 }
798 } 872 }
799 else 873 else
800 { /* Put objects in inventory onto this space */ 874 { /* Put objects in inventory onto this space */
801 while (inv) 875 while (inv)
802 { 876 {
804 878
805 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 881 || op->type == RUNE
808 || op->type == TRAP 882 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 885 op->destroy ();
811 else 886 else
812 { 887 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 888 }
819 } 889 }
820} 890}
821 891
822object *object::create () 892object *object::create ()
827} 897}
828 898
829void 899void
830object::do_destroy () 900object::do_destroy ()
831{ 901{
902 attachable::do_destroy ();
903
832 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this); 905 remove_button_link (this);
834 906
835 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this); 908 remove_friendly_object (this);
837 909
838 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
839 remove (); 911 remove ();
840 912
841 if (flag [FLAG_FREED]) 913 destroy_inv (true);
842 return; 914
915 deactivate ();
916 unlink ();
843 917
844 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
845
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851 919
852 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
853 { 921 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
855 923
859 927
860 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 929 freed_map->width = 3;
862 freed_map->height = 3; 930 freed_map->height = 3;
863 931
864 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
865 } 934 }
866 935
867 map = freed_map; 936 map = freed_map;
868 x = 1; 937 x = 1;
869 y = 1; 938 y = 1;
870 } 939 }
871 940
872 head = 0;
873
874 if (more) 941 if (more)
875 { 942 {
876 more->destroy (); 943 more->destroy ();
877 more = 0; 944 more = 0;
878 } 945 }
879 946
947 head = 0;
948
880 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
881 owner = 0; 950 owner = 0;
882 enemy = 0; 951 enemy = 0;
883 attacked_by = 0; 952 attacked_by = 0;
884 953 current_weapon = 0;
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 954}
888 955
889void 956void
890object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
891{ 958{
892 if (destroyed ()) 959 if (destroyed ())
893 return; 960 return;
894 961
895 if (destroy_inventory) 962 if (destroy_inventory)
896 destroy_inv (false); 963 destroy_inv (false);
964
965 play_sound (sound_die);
897 966
898 attachable::destroy (); 967 attachable::destroy ();
899} 968}
900 969
901/* 970/*
919 * 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
920 * 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
921 * object will have no environment. If the object previously had an 990 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 991 * environment, the x and y coordinates will be updated to
923 * the previous environment. 992 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 993 */
926void 994void
927object::remove () 995object::do_remove ()
928{ 996{
929 object *tmp, *last = 0; 997 object *tmp, *last = 0;
930 object *otmp; 998 object *otmp;
931 999
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 1000 if (QUERY_FLAG (this, FLAG_REMOVED))
954 * to save cpu time. 1022 * to save cpu time.
955 */ 1023 */
956 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))
957 otmp->update_stats (); 1025 otmp->update_stats ();
958 1026
959 if (above != NULL) 1027 if (above)
960 above->below = below; 1028 above->below = below;
961 else 1029 else
962 env->inv = below; 1030 env->inv = below;
963 1031
964 if (below != NULL) 1032 if (below)
965 below->above = above; 1033 below->above = above;
966 1034
967 /* we set up values so that it could be inserted into 1035 /* we set up values so that it could be inserted into
968 * 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
969 * to the caller to decide what we want to do. 1037 * to the caller to decide what we want to do.
973 above = 0, below = 0; 1041 above = 0, below = 0;
974 env = 0; 1042 env = 0;
975 } 1043 }
976 else if (map) 1044 else if (map)
977 { 1045 {
978 /* Re did the following section of code - it looks like it had 1046 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 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 ();
981 1060
982 /* link the object above us */ 1061 /* link the object above us */
983 if (above) 1062 if (above)
984 above->below = below; 1063 above->below = below;
985 else 1064 else
986 map->at (x, y).top = below; /* we were top, set new top */ 1065 ms.top = below; /* we were top, set new top */
987 1066
988 /* Relink the object below us, if there is one */ 1067 /* Relink the object below us, if there is one */
989 if (below) 1068 if (below)
990 below->above = above; 1069 below->above = above;
991 else 1070 else
993 /* 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
994 * use translated coordinates in case some oddness with map tiling is 1073 * use translated coordinates in case some oddness with map tiling is
995 * evident 1074 * evident
996 */ 1075 */
997 if (GET_MAP_OB (map, x, y) != this) 1076 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "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 ());
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007 1078
1008 map->at (x, y).bot = above; /* goes on above it. */ 1079 ms.bot = above; /* goes on above it. */
1009 } 1080 }
1010 1081
1011 above = 0; 1082 above = 0;
1012 below = 0; 1083 below = 0;
1013 1084
1014 if (map->in_memory == MAP_SAVING) 1085 if (map->in_memory == MAP_SAVING)
1015 return; 1086 return;
1016 1087
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1088 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1089
1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1090 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1091 {
1021 /* 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
1022 * being removed. 1093 * being removed.
1023 */ 1094 */
1024 1095
1036 1107
1037 if (tmp->contr->ns) 1108 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1109 tmp->contr->ns->floorbox_update ();
1039 } 1110 }
1040 1111
1041 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1042 if (check_walk_off 1113 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1116 {
1046 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1047 1118
1048 if (destroyed ()) 1119 if (destroyed ())
1049 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 ());
1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1051 } 1121 }
1052
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057 1122
1058 last = tmp; 1123 last = tmp;
1059 } 1124 }
1060 1125
1061 /* 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?
1062 if (!last) 1128 if (!last)
1063 map->at (x, y).flags_ = P_NEED_UPDATE; 1129 map->at (x, y).flags_ = 0;
1064 else 1130 else
1065 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1066 1132
1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1068 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1104 } 1170 }
1105 1171
1106 return 0; 1172 return 0;
1107} 1173}
1108 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
1109/* 1198/*
1110 * 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
1111 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1112 */ 1201 */
1113object * 1202object *
1114insert_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)
1115{ 1204{
1116 object *tmp;
1117
1118 if (op->head)
1119 op = op->head;
1120
1121 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1122 { 1206 {
1123 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1124 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1125 } 1209 }
1126 1210
1127 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1128} 1212}
1129 1213
1148 * just 'op' otherwise 1232 * just 'op' otherwise
1149 */ 1233 */
1150object * 1234object *
1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1152{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1153 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1154 sint16 x, y;
1155 1240
1156 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1157 {
1158 LOG (llevError, "Trying to insert freed object!\n");
1159 return NULL;
1160 }
1161 1242
1162 if (m == NULL) 1243#if 0
1163 { 1244 if (!m->active != !op->active)
1164 char *dump = dump_object (op); 1245 if (m->active)
1165 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1166 free (dump); 1247 else
1167 return op; 1248 op->deactivate_recursive ();
1168 } 1249#endif
1169 1250
1170 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1171 { 1252 {
1172 char *dump = dump_object (op);
1173 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 ());
1174#ifdef MANY_CORES 1254#ifdef MANY_CORES
1175 /* 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
1176 * 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
1177 * improperly inserted. 1257 * improperly inserted.
1178 */ 1258 */
1179 abort (); 1259 abort ();
1180#endif 1260#endif
1181 free (dump);
1182 return op; 1261 return op;
1183 } 1262 }
1184 1263
1185 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1186 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1189 free (dump);
1190 return op; 1266 return 0;
1191 }
1192
1193 if (op->more)
1194 {
1195 /* The part may be on a different map. */
1196
1197 object *more = op->more;
1198
1199 /* We really need the caller to normalize coordinates - if
1200 * we set the map, that doesn't work if the location is within
1201 * a map and this is straddling an edge. So only if coordinate
1202 * is clear wrong do we normalize it.
1203 */
1204 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1205 more->map = get_map_from_coord (m, &more->x, &more->y);
1206 else if (!more->map)
1207 {
1208 /* For backwards compatibility - when not dealing with tiled maps,
1209 * more->map should always point to the parent.
1210 */
1211 more->map = m;
1212 }
1213
1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1215 {
1216 if (!op->head)
1217 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1218
1219 return 0;
1220 }
1221 }
1222 1267
1223 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1224 1269
1225 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1226 * 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
1227 * need extra work 1272 * need extra work
1228 */ 1273 */
1229 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1230 x = op->x; 1275 return 0;
1231 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1232 1279
1233 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1234 */ 1281 */
1235 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1236 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1237 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1238 { 1285 {
1239 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1240 tmp->destroy (); 1287 tmp->destroy ();
1241 } 1288 }
1258 op->below = originator->below; 1305 op->below = originator->below;
1259 1306
1260 if (op->below) 1307 if (op->below)
1261 op->below->above = op; 1308 op->below->above = op;
1262 else 1309 else
1263 op->ms ().bot = op; 1310 ms.bot = op;
1264 1311
1265 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1266 originator->below = op; 1313 originator->below = op;
1267 } 1314 }
1268 else 1315 else
1269 { 1316 {
1317 top = ms.bot;
1318
1270 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1271 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1272 { 1321 {
1273 object *last = NULL; 1322 object *last = 0;
1274 1323
1275 /* 1324 /*
1276 * 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.
1277 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1278 * 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
1282 * 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
1283 * 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
1284 * 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
1285 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1286 */ 1335 */
1287 1336 for (top = ms.bot; top; top = top->above)
1288 while (top != NULL)
1289 { 1337 {
1290 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))
1291 floor = top; 1339 floor = top;
1292 1340
1293 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))
1296 top = top->below; 1344 top = top->below;
1297 break; 1345 break;
1298 } 1346 }
1299 1347
1300 last = top; 1348 last = top;
1301 top = top->above;
1302 } 1349 }
1303 1350
1304 /* 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 */
1305 top = last; 1352 top = last;
1306 1353
1308 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1309 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1310 */ 1357 */
1311 1358
1312 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1313 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1314 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1315 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1316 * stacking is a bit odd. 1363 * stacking is a bit odd.
1317 */ 1364 */
1318 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1319 (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))
1320 { 1368 {
1321 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1323 break; 1371 break;
1372
1324 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1325 * 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
1326 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1327 * set top to the object below us. 1376 * set top to the object below us.
1328 */ 1377 */
1329 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1330 top = last->below; 1379 top = last->below;
1331 } 1380 }
1332 } /* If objects on this space */ 1381 } /* If objects on this space */
1333
1334 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1335 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1336 1384
1337 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1338 top = floor; 1386 top = floor;
1339 1387
1340 /* 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.
1341 */ 1389 */
1342 1390
1343 /* First object on this space */ 1391 /* First object on this space */
1344 if (!top) 1392 if (!top)
1345 { 1393 {
1346 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1347 1395
1348 if (op->above) 1396 if (op->above)
1349 op->above->below = op; 1397 op->above->below = op;
1350 1398
1351 op->below = NULL; 1399 op->below = 0;
1352 op->ms ().bot = op; 1400 ms.bot = op;
1353 } 1401 }
1354 else 1402 else
1355 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1356 op->above = top->above; 1404 op->above = top->above;
1357 1405
1360 1408
1361 op->below = top; 1409 op->below = top;
1362 top->above = op; 1410 top->above = op;
1363 } 1411 }
1364 1412
1365 if (op->above == NULL) 1413 if (!op->above)
1366 op->ms ().top = op; 1414 ms.top = op;
1367 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1368 1416
1369 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1370 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;
1371 1425
1372 /* 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
1373 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1374 */ 1428 */
1375 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1376 if (object *pl = op->ms ().player ()) 1430 if (object *pl = ms.player ())
1377 if (pl->contr->ns) 1431 if (pl->contr->ns)
1378 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1379 1433
1380 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1381 * 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
1382 * 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
1383 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1384 * 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 -
1385 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1386 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1387 * of effect may be sufficient. 1441 * of effect may be sufficient.
1388 */ 1442 */
1389 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1390 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1391 1445
1402 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1403 * update_object(). 1457 * update_object().
1404 */ 1458 */
1405 1459
1406 /* 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 */
1407 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1408 { 1462 {
1409 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1410 return 0; 1464 return 0;
1411 1465
1412 /* 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
1413 * walk on's. 1467 * walk on's.
1414 */ 1468 */
1415 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1416 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1417 return 0; 1471 return 0;
1418 } 1472 }
1419 1473
1420 return op; 1474 return op;
1429{ 1483{
1430 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1431 1485
1432 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1433 1487
1434 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)
1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1436 tmp->destroy (); 1490 tmp->destroy ();
1437 1491
1438 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1439 1493
1440 tmp1->x = op->x; 1494 tmp1->x = op->x;
1441 tmp1->y = op->y; 1495 tmp1->y = op->y;
1442 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);
1443} 1503}
1444 1504
1445/* 1505/*
1446 * 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
1447 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1448 * 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).
1449 * On failure, NULL is returned, and the reason put into the 1509 * On failure, NULL is returned, and the reason put into the
1450 * global static errmsg array. 1510 * global static errmsg array.
1451 */ 1511 */
1452
1453object * 1512object *
1454get_split_ob (object *orig_ob, uint32 nr) 1513get_split_ob (object *orig_ob, uint32 nr)
1455{ 1514{
1456 object *newob; 1515 object *newob;
1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488 * 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
1489 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1490 * 1549 *
1491 * 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
1492 */ 1551 */
1493
1494object * 1552object *
1495decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1496{ 1554{
1497 object *tmp; 1555 object *tmp;
1498 1556
1573 1631
1574/* 1632/*
1575 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1576 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1577 */ 1635 */
1578
1579void 1636void
1580add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1581{ 1638{
1582 while (op != NULL) 1639 while (op != NULL)
1583 { 1640 {
1598 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);
1599 free (dump); 1656 free (dump);
1600 return op; 1657 return op;
1601 } 1658 }
1602 1659
1603 if (where->head) 1660 if (where->head_ () != where)
1604 { 1661 {
1605 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");
1606 where = where->head; 1663 where = where->head;
1607 } 1664 }
1608 1665
1609 return where->insert (op); 1666 return where->insert (op);
1610} 1667}
1615 * inside the object environment. 1672 * inside the object environment.
1616 * 1673 *
1617 * 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
1618 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1619 */ 1676 */
1620
1621object * 1677object *
1622object::insert (object *op) 1678object::insert (object *op)
1623{ 1679{
1624 object *tmp, *otmp; 1680 object *tmp, *otmp;
1625 1681
1721 * 1777 *
1722 * 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
1723 * 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
1724 * on top. 1780 * on top.
1725 */ 1781 */
1726
1727int 1782int
1728check_move_on (object *op, object *originator) 1783check_move_on (object *op, object *originator)
1729{ 1784{
1730 object *tmp; 1785 object *tmp;
1731 maptile *m = op->map; 1786 maptile *m = op->map;
1758 1813
1759 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1761 */ 1816 */
1762 1817
1763 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)
1764 { 1819 {
1765 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1766 * 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,
1767 * we don't need to check all of them. 1822 * we don't need to check all of them.
1768 */ 1823 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((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))
1788 { 1843 {
1789 1844
1790 float 1845 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1847
1793 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1794 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)) ||
1795 (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)))
1796 diff /= 4.0; 1851 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1827 */ 1882 */
1828object * 1883object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1885{
1831 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
1832 { 1887 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1889 return NULL;
1835 } 1890 }
1836 1891
1837 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)
1838 if (tmp->arch == at) 1893 if (tmp->arch == at)
1839 return tmp; 1894 return tmp;
1840 1895
1841 return NULL; 1896 return NULL;
1842} 1897}
1853 { 1908 {
1854 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1910 return NULL;
1856 } 1911 }
1857 1912
1858 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)
1859 if (tmp->type == type) 1914 if (tmp->type == type)
1860 return tmp; 1915 return tmp;
1861 1916
1862 return NULL; 1917 return NULL;
1863} 1918}
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 { 1996 {
1942 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1944 } 1999 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 2000}
1959 2001
1960/* 2002/*
1961 * 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
1962 * 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
2003 } 2045 }
2004 2046
2005 if (!index) 2047 if (!index)
2006 return -1; 2048 return -1;
2007 2049
2008 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2009} 2051}
2010 2052
2011/* 2053/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2034{ 2076{
2035 arr += begin; 2077 arr += begin;
2036 end -= begin; 2078 end -= begin;
2037 2079
2038 while (--end) 2080 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2081 swap (arr [end], arr [rndm (end + 1)]);
2040} 2082}
2041 2083
2042/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2044 * 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
2080 object *tmp; 2122 object *tmp;
2081 maptile *mp; 2123 maptile *mp;
2082 2124
2083 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2084 2126
2085 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2086 { 2128 {
2087 exclude = exclude->head; 2129 exclude = exclude->head;
2088 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2089 } 2131 }
2090 else 2132 else
2113 max = maxfree[i]; 2155 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2115 { 2157 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2161 break;
2120 2162
2121 if (tmp) 2163 if (tmp)
2122 return freedir[i]; 2164 return freedir[i];
2123 } 2165 }
2178 2220
2179 return 3; 2221 return 3;
2180} 2222}
2181 2223
2182/* 2224/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2227 */
2204
2205int 2228int
2206dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2207{ 2230{
2208 int d; 2231 int d;
2209 2232
2337 * create clone from object to another 2360 * create clone from object to another
2338 */ 2361 */
2339object * 2362object *
2340object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2341{ 2364{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2343 2366
2344 if (!asrc) 2367 if (!asrc)
2345 return 0; 2368 return 0;
2346 2369
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2370 src = asrc->head_ ();
2350 2371
2351 prev = 0; 2372 prev = 0;
2352 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2353 { 2374 {
2354 tmp = part->clone (); 2375 tmp = part->clone ();
2355 tmp->x -= src->x; 2376 tmp->x -= src->x;
2356 tmp->y -= src->y; 2377 tmp->y -= src->y;
2357 2378
2375 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2376 2397
2377 return dst; 2398 return dst;
2378} 2399}
2379 2400
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2402 * has the same type and subtype match.
2420 * returns NULL if no match. 2403 * returns NULL if no match.
2421 */ 2404 */
2422object * 2405object *
2475 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2476 return link->value; 2459 return link->value;
2477 2460
2478 return 0; 2461 return 0;
2479} 2462}
2480
2481 2463
2482/* 2464/*
2483 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2484 * 2466 *
2485 * 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).
2509 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2494 * we get this value back again.
2513 */ 2495 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2497 field->value = 0;
2516 else 2498 else
2517 { 2499 {
2518 if (last) 2500 if (last)
2519 last->next = field->next; 2501 last->next = field->next;
2588 } 2570 }
2589 else 2571 else
2590 item = item->env; 2572 item = item->env;
2591} 2573}
2592 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
2593// 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
2594const char * 2604const char *
2595object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2596{ 2606{
2607 char flagdesc[512];
2597 char info2[256 * 3]; 2608 char info2[256 * 4];
2598 char *p = info; 2609 char *p = info;
2599 2610
2600 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}",
2601 count, 2612 count, uuid.seq,
2602 &name, 2613 &name,
2603 title ? " " : "", 2614 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2605 2617
2606 if (env) 2618 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2620
2609 if (map) 2621 if (map)
2610 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);
2611 2623
2612 return info; 2624 return info;
2613} 2625}
2614 2626
2615const char * 2627const char *
2616object::debug_desc () const 2628object::debug_desc () const
2617{ 2629{
2618 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2619 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2620} 2634}
2621 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

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