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Comparing deliantra/server/common/object.C (file contents):
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 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}
430} 429}
431 430
432/* 431/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
435 */ 435 */
436void 436void
437object::set_owner (object *owner) 437object::set_owner (object *owner)
438{ 438{
439 // allow objects which own objects
439 if (!owner) 440 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 441 while (owner->owner)
450 owner = owner->owner; 442 owner = owner->owner;
451 443
452 this->owner = owner; 444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
453} 511}
454 512
455/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 514 * refcounts and freeing the links.
457 */ 515 */
458static void 516static void
459free_key_values (object *op) 517free_key_values (object *op)
460{ 518{
461 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
462 { 520 {
463 key_value *next = i->next; 521 key_value *next = i->next;
464 delete i; 522 delete i;
465 523
466 i = next; 524 i = next;
467 } 525 }
468 526
469 op->key_values = 0; 527 op->key_values = 0;
470} 528}
471 529
472/* 530object &
473 * copy_to first frees everything allocated by the dst object, 531object::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{ 532{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 533 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 534 bool is_removed = flag [FLAG_REMOVED];
485 535
486 *(object_copy *)dst = *this; 536 *(object_copy *)this = src;
487 537
488 if (is_freed) 538 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 539 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;
496 540
497 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
498 if (key_values) 542 if (src.key_values)
499 { 543 {
500 key_value *tail = 0; 544 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 545 key_values = 0;
504 546
505 for (i = key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
506 { 548 {
507 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
508 550
509 new_link->next = 0; 551 new_link->next = 0;
510 new_link->key = i->key; 552 new_link->key = i->key;
511 new_link->value = i->value; 553 new_link->value = i->value;
512 554
513 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
514 if (!dst->key_values) 556 if (!key_values)
515 { 557 {
516 dst->key_values = new_link; 558 key_values = new_link;
517 tail = new_link; 559 tail = new_link;
518 } 560 }
519 else 561 else
520 { 562 {
521 tail->next = new_link; 563 tail->next = new_link;
522 tail = new_link; 564 tail = new_link;
523 } 565 }
524 } 566 }
525 } 567 }
568}
569
570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
526 585
527 dst->set_speed (dst->speed); 586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
528} 606}
529 607
530object * 608object *
531object::clone () 609object::clone ()
532{ 610{
538/* 616/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * 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 618 * 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. 619 * be called to update the face variable, _and_ how it looks on the map.
542 */ 620 */
543
544void 621void
545update_turn_face (object *op) 622update_turn_face (object *op)
546{ 623{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 625 return;
626
549 SET_ANIMATION (op, op->direction); 627 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
551} 629}
552 630
553/* 631/*
556 * This function needs to be called whenever the speed of an object changes. 634 * This function needs to be called whenever the speed of an object changes.
557 */ 635 */
558void 636void
559object::set_speed (float speed) 637object::set_speed (float speed)
560{ 638{
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) 639 if (flag [FLAG_FREED] && speed)
567 { 640 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 642 speed = 0;
570 } 643 }
571 644
572 this->speed = speed; 645 this->speed = speed;
573 646
574 if (arch_init) 647 if (has_active_speed ())
575 return; 648 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 649 else
593 { 650 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} 651}
648 652
649/* 653/*
650 * update_object() updates the the map. 654 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
665 */ 669 */
666void 670void
667update_object (object *op, int action) 671update_object (object *op, int action)
668{ 672{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 673 if (op == NULL)
672 { 674 {
673 /* this should never happen */ 675 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 677 return;
699 return; 701 return;
700 } 702 }
701 703
702 mapspace &m = op->ms (); 704 mapspace &m = op->ms ();
703 705
704 if (m.flags_ & P_NEED_UPDATE) 706 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 707 /* nop */;
706 else if (action == UP_OBJ_INSERT) 708 else if (action == UP_OBJ_INSERT)
707 { 709 {
708 // this is likely overkill, TODO: revisit (schmorp) 710 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 711 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 720 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 721 * to have move_allow right now.
720 */ 722 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 723 || ((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) 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 725 m.flags_ = 0;
724 } 726 }
725 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 729 * that is being removed.
728 */ 730 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 733 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 734 /* Nothing to do for that case */ ;
733 else 735 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 737
736 if (op->more) 738 if (op->more)
737 update_object (op->more, action); 739 update_object (op->more, action);
738} 740}
739 741
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 742object::object ()
744{ 743{
745 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
746 745
747 expmul = 1.0; 746 expmul = 1.0;
748 face = blank_face; 747 face = blank_face;
749} 748}
750 749
751object::~object () 750object::~object ()
752{ 751{
752 unlink ();
753
753 free_key_values (this); 754 free_key_values (this);
754} 755}
755 756
757static int object_count;
758
756void object::link () 759void object::link ()
757{ 760{
758 count = ++ob_count; 761 assert (!index);//D
759 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
760 764
761 prev = 0; 765 refcnt_inc ();
762 next = object::first; 766 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 767}
769 768
770void object::unlink () 769void object::unlink ()
771{ 770{
772 if (this == object::first) 771 if (!index)
773 object::first = next; 772 return;
774 773
775 /* Remove this object from the list of used objects */ 774 objects.erase (this);
776 if (prev) prev->next = next; 775 refcnt_dec ();
777 if (next) next->prev = prev; 776}
778 777
779 prev = 0; 778void
780 next = 0; 779object::activate ()
780{
781 /* If already on active list, don't do anything */
782 if (active)
783 return;
784
785 if (has_active_speed ())
786 actives.insert (this);
787}
788
789void
790object::activate_recursive ()
791{
792 activate ();
793
794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796}
797
798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
781} 833}
782 834
783/* 835/*
784 * Remove and free all objects in the inventory of the given object. 836 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 837 * object.c ?
786 */ 838 */
787void 839void
788object::destroy_inv (bool drop_to_ground) 840object::destroy_inv (bool drop_to_ground)
789{ 841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
847 if (!inv)
848 return;
849
790 /* Only if the space blocks everything do we not process - 850 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 851 * if some form of movement is allowed, let objects
792 * drop on that space. 852 * drop on that space.
793 */ 853 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
795 { 859 {
796 while (inv) 860 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 863 inv->destroy ();
864 }
798 } 865 }
799 else 866 else
800 { /* Put objects in inventory onto this space */ 867 { /* Put objects in inventory onto this space */
801 while (inv) 868 while (inv)
802 { 869 {
804 871
805 if (op->flag [FLAG_STARTEQUIP] 872 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 873 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 874 || op->type == RUNE
808 || op->type == TRAP 875 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 878 op->destroy ();
811 else 879 else
812 { 880 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 } 881 }
819 } 882 }
820} 883}
821 884
822object *object::create () 885object *object::create ()
827} 890}
828 891
829void 892void
830object::do_destroy () 893object::do_destroy ()
831{ 894{
895 attachable::do_destroy ();
896
832 if (flag [FLAG_IS_LINKED]) 897 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this); 898 remove_button_link (this);
834 899
835 if (flag [FLAG_FRIENDLY]) 900 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this); 901 remove_friendly_object (this);
837 902
838 if (!flag [FLAG_REMOVED]) 903 if (!flag [FLAG_REMOVED])
839 remove (); 904 remove ();
840 905
841 if (flag [FLAG_FREED]) 906 destroy_inv (true);
842 return; 907
908 deactivate ();
909 unlink ();
843 910
844 flag [FLAG_FREED] = 1; 911 flag [FLAG_FREED] = 1;
845
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851 912
852 // hack to ensure that freed objects still have a valid map 913 // hack to ensure that freed objects still have a valid map
853 { 914 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 915 static maptile *freed_map; // freed objects are moved here to avoid crashes
855 916
859 920
860 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 922 freed_map->width = 3;
862 freed_map->height = 3; 923 freed_map->height = 3;
863 924
864 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
865 } 927 }
866 928
867 map = freed_map; 929 map = freed_map;
868 x = 1; 930 x = 1;
869 y = 1; 931 y = 1;
870 } 932 }
871 933
872 head = 0;
873
874 if (more) 934 if (more)
875 { 935 {
876 more->destroy (); 936 more->destroy ();
877 more = 0; 937 more = 0;
878 } 938 }
879 939
940 head = 0;
941
880 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
881 owner = 0; 943 owner = 0;
882 enemy = 0; 944 enemy = 0;
883 attacked_by = 0; 945 attacked_by = 0;
884 946 current_weapon = 0;
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 947}
888 948
889void 949void
890object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
891{ 951{
892 if (destroyed ()) 952 if (destroyed ())
893 return; 953 return;
894 954
895 if (destroy_inventory) 955 if (destroy_inventory)
896 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
897 963
898 attachable::destroy (); 964 attachable::destroy ();
899} 965}
900 966
901/* 967/*
919 * This function removes the object op from the linked list of objects 985 * 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 986 * which it is currently tied to. When this function is done, the
921 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
923 * the previous environment. 989 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 990 */
926void 991void
927object::remove () 992object::do_remove ()
928{ 993{
929 object *tmp, *last = 0; 994 object *tmp, *last = 0;
930 object *otmp; 995 object *otmp;
931 996
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
954 * to save cpu time. 1019 * to save cpu time.
955 */ 1020 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 1022 otmp->update_stats ();
958 1023
959 if (above != NULL) 1024 if (above)
960 above->below = below; 1025 above->below = below;
961 else 1026 else
962 env->inv = below; 1027 env->inv = below;
963 1028
964 if (below != NULL) 1029 if (below)
965 below->above = above; 1030 below->above = above;
966 1031
967 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
973 above = 0, below = 0; 1038 above = 0, below = 0;
974 env = 0; 1039 env = 0;
975 } 1040 }
976 else if (map) 1041 else if (map)
977 { 1042 {
978 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
981 1057
982 /* link the object above us */ 1058 /* link the object above us */
983 if (above) 1059 if (above)
984 above->below = below; 1060 above->below = below;
985 else 1061 else
986 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
987 1063
988 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
989 if (below) 1065 if (below)
990 below->above = above; 1066 below->above = above;
991 else 1067 else
993 /* Nothing below, which means we need to relink map object for this space 1069 /* 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 1070 * use translated coordinates in case some oddness with map tiling is
995 * evident 1071 * evident
996 */ 1072 */
997 if (GET_MAP_OB (map, x, y) != this) 1073 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); 1074 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 1075
1008 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1009 } 1077 }
1010 1078
1011 above = 0; 1079 above = 0;
1012 below = 0; 1080 below = 0;
1013 1081
1014 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1015 return; 1083 return;
1016 1084
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1100 {
1021 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1022 * being removed. 1102 * being removed.
1023 */ 1103 */
1024 1104
1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1027 /* If a container that the player is currently using somehow gets
1028 * removed (most likely destroyed), update the player view
1029 * appropriately.
1030 */
1031 if (tmp->container == this)
1032 {
1033 flag [FLAG_APPLIED] = 0;
1034 tmp->container = 0;
1035 }
1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040
1041 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1042 if (check_walk_off 1106 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1109 {
1046 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1047 1111
1048 if (destroyed ()) 1112 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1114 }
1051 1115
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053
1054 if (tmp->above == tmp)
1055 tmp->above = 0;
1056
1057 last = tmp; 1116 last = tmp;
1058 } 1117 }
1059 1118
1060 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1061 if (!last) 1121 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE; 1122 map->at (x, y).flags_ = 0;
1063 else 1123 else
1064 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1065 1125
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1103 } 1163 }
1104 1164
1105 return 0; 1165 return 0;
1106} 1166}
1107 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1108/* 1191/*
1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1110 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1111 */ 1194 */
1112object * 1195object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1197{
1115 object *tmp;
1116
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1199 {
1122 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1123 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1124 } 1202 }
1125 1203
1126 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1127} 1205}
1128 1206
1147 * just 'op' otherwise 1225 * just 'op' otherwise
1148 */ 1226 */
1149object * 1227object *
1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1151{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1152 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1153 sint16 x, y;
1154 1233
1155 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1156 {
1157 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL;
1159 }
1160
1161 if (m == NULL)
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168 1235
1169 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1170 { 1237 {
1171 char *dump = dump_object (op);
1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1173#ifdef MANY_CORES 1239#ifdef MANY_CORES
1174 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1175 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1176 * improperly inserted. 1242 * improperly inserted.
1177 */ 1243 */
1178 abort (); 1244 abort ();
1179#endif 1245#endif
1180 free (dump);
1181 return op; 1246 return op;
1182 } 1247 }
1183 1248
1184 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1185 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1186 char *dump = dump_object (op);
1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1189 return op; 1251 return 0;
1190 }
1191
1192 if (op->more)
1193 {
1194 /* The part may be on a different map. */
1195
1196 object *more = op->more;
1197
1198 /* We really need the caller to normalize coordinates - if
1199 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it.
1202 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map)
1206 {
1207 /* For backwards compatibility - when not dealing with tiled maps,
1208 * more->map should always point to the parent.
1209 */
1210 more->map = m;
1211 }
1212
1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1214 {
1215 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217
1218 return 0;
1219 }
1220 }
1221 1252
1222 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1254
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1226 * need extra work 1257 * need extra work
1227 */ 1258 */
1228 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1229 x = op->x; 1260 return 0;
1230 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1231 1264
1232 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1233 */ 1266 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1237 { 1270 {
1238 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1272 tmp->destroy ();
1240 } 1273 }
1257 op->below = originator->below; 1290 op->below = originator->below;
1258 1291
1259 if (op->below) 1292 if (op->below)
1260 op->below->above = op; 1293 op->below->above = op;
1261 else 1294 else
1262 op->ms ().bot = op; 1295 ms.bot = op;
1263 1296
1264 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1265 originator->below = op; 1298 originator->below = op;
1266 } 1299 }
1267 else 1300 else
1268 { 1301 {
1302 top = ms.bot;
1303
1269 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1271 { 1306 {
1272 object *last = NULL; 1307 object *last = 0;
1273 1308
1274 /* 1309 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1281 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1285 */ 1320 */
1286 1321 for (top = ms.bot; top; top = top->above)
1287 while (top != NULL)
1288 { 1322 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1290 floor = top; 1324 floor = top;
1291 1325
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 top = top->below; 1329 top = top->below;
1296 break; 1330 break;
1297 } 1331 }
1298 1332
1299 last = top; 1333 last = top;
1300 top = top->above;
1301 } 1334 }
1302 1335
1303 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1304 top = last; 1337 top = last;
1305 1338
1307 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1308 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1309 */ 1342 */
1310 1343
1311 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1312 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1313 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1314 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1315 * stacking is a bit odd. 1348 * stacking is a bit odd.
1316 */ 1349 */
1317 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1319 { 1353 {
1320 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break; 1356 break;
1357
1323 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1324 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1325 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1326 * set top to the object below us. 1361 * set top to the object below us.
1327 */ 1362 */
1328 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1329 top = last->below; 1364 top = last->below;
1330 } 1365 }
1331 } /* If objects on this space */ 1366 } /* If objects on this space */
1332
1333 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1334 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1335 1369
1336 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor; 1371 top = floor;
1338 1372
1339 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1340 */ 1374 */
1341 1375
1342 /* First object on this space */ 1376 /* First object on this space */
1343 if (!top) 1377 if (!top)
1344 { 1378 {
1345 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1346 1380
1347 if (op->above) 1381 if (op->above)
1348 op->above->below = op; 1382 op->above->below = op;
1349 1383
1350 op->below = NULL; 1384 op->below = 0;
1351 op->ms ().bot = op; 1385 ms.bot = op;
1352 } 1386 }
1353 else 1387 else
1354 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1355 op->above = top->above; 1389 op->above = top->above;
1356 1390
1359 1393
1360 op->below = top; 1394 op->below = top;
1361 top->above = op; 1395 top->above = op;
1362 } 1396 }
1363 1397
1364 if (op->above == NULL) 1398 if (!op->above)
1365 op->ms ().top = op; 1399 ms.top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1367 1401
1368 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1369 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1370 1408
1371 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1372 * it, so save a few ticks and start from there. 1410
1373 */
1374 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1375 if (object *pl = op->ms ().player ()) 1412 if (object *pl = ms.player ())
1376 if (pl->contr->ns)
1377 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1378 1414
1379 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1380 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1422 * of effect may be sufficient.
1387 */ 1423 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1390 1426
1401 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1402 * update_object(). 1438 * update_object().
1403 */ 1439 */
1404 1440
1405 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1406 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1407 { 1443 {
1408 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1409 return 0; 1445 return 0;
1410 1446
1411 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1412 * walk on's. 1448 * walk on's.
1413 */ 1449 */
1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1415 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1416 return 0; 1452 return 0;
1417 } 1453 }
1418 1454
1419 return op; 1455 return op;
1428{ 1464{
1429 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1430 1466
1431 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1432 1468
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1435 tmp->destroy (); 1471 tmp->destroy ();
1436 1472
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1438 1474
1439 tmp1->x = op->x; 1475 tmp1->x = op->x;
1440 tmp1->y = op->y; 1476 tmp1->y = op->y;
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1442} 1484}
1443 1485
1444/* 1486/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0). 1489 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array. 1491 * global static errmsg array.
1450 */ 1492 */
1451
1452object * 1493object *
1453get_split_ob (object *orig_ob, uint32 nr) 1494get_split_ob (object *orig_ob, uint32 nr)
1454{ 1495{
1455 object *newob; 1496 object *newob;
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1487 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1488 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1489 * 1530 *
1490 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1491 */ 1532 */
1492
1493object * 1533object *
1494decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1495{ 1535{
1496 object *tmp; 1536 object *tmp;
1497 1537
1572 1612
1573/* 1613/*
1574 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1575 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1576 */ 1616 */
1577
1578void 1617void
1579add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1580{ 1619{
1581 while (op != NULL) 1620 while (op != NULL)
1582 { 1621 {
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump); 1637 free (dump);
1599 return op; 1638 return op;
1600 } 1639 }
1601 1640
1602 if (where->head) 1641 if (where->head_ () != where)
1603 { 1642 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head; 1644 where = where->head;
1606 } 1645 }
1607 1646
1608 return where->insert (op); 1647 return where->insert (op);
1609} 1648}
1614 * inside the object environment. 1653 * inside the object environment.
1615 * 1654 *
1616 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1618 */ 1657 */
1619
1620object * 1658object *
1621object::insert (object *op) 1659object::insert (object *op)
1622{ 1660{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove (); 1662 op->remove ();
1627 1663
1628 if (op->more) 1664 if (op->more)
1629 { 1665 {
1631 return op; 1667 return op;
1632 } 1668 }
1633 1669
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1636 if (op->nrof) 1673 if (op->nrof)
1637 { 1674 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1640 { 1677 {
1641 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1679 (client needs the original object) */
1643 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1662 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1663 } 1700 }
1664 else 1701 else
1665 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1666 1703
1667 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats (); 1706 otmp->update_stats ();
1671 1707
1708 op->owner = 0; // its his/hers now. period.
1672 op->map = 0; 1709 op->map = 0;
1673 op->env = this; 1710 op->env = this;
1674 op->above = 0; 1711 op->above = 0;
1675 op->below = 0; 1712 op->below = 0;
1676 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1677 1714
1678 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1679 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1680 { 1717 {
1681#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1684 if (map->darkness) 1721 if (map->darkness)
1720 * 1757 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1758 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1759 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1760 * on top.
1724 */ 1761 */
1725
1726int 1762int
1727check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1728{ 1764{
1729 object *tmp; 1765 object *tmp;
1730 maptile *m = op->map; 1766 maptile *m = op->map;
1757 1793
1758 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1760 */ 1796 */
1761 1797
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1799 {
1764 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1802 * we don't need to check all of them.
1767 */ 1803 */
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1823 {
1788 1824
1789 float 1825 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1827
1792 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1831 diff /= 4.0;
1825 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1826 */ 1862 */
1827object * 1863object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1865{
1830 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
1831 { 1867 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1869 return NULL;
1834 } 1870 }
1835 1871
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1873 if (tmp->arch == at)
1838 return tmp; 1874 return tmp;
1839 1875
1840 return NULL; 1876 return NULL;
1841} 1877}
1852 { 1888 {
1853 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1890 return NULL;
1855 } 1891 }
1856 1892
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1894 if (tmp->type == type)
1859 return tmp; 1895 return tmp;
1860 1896
1861 return NULL; 1897 return NULL;
1862} 1898}
1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 { 1976 {
1941 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1942 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1943 } 1979 }
1944}
1945
1946/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952void
1953set_cheat (object *op)
1954{
1955 SET_FLAG (op, FLAG_WAS_WIZ);
1956 flag_inv (op, FLAG_WAS_WIZ);
1957} 1980}
1958 1981
1959/* 1982/*
1960 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
1961 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2002 } 2025 }
2003 2026
2004 if (!index) 2027 if (!index)
2005 return -1; 2028 return -1;
2006 2029
2007 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
2008} 2031}
2009 2032
2010/* 2033/*
2011 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2012 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2033{ 2056{
2034 arr += begin; 2057 arr += begin;
2035 end -= begin; 2058 end -= begin;
2036 2059
2037 while (--end) 2060 while (--end)
2038 swap (arr [end], arr [RANDOM () % (end + 1)]); 2061 swap (arr [end], arr [rndm (end + 1)]);
2039} 2062}
2040 2063
2041/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2042 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2043 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2079 object *tmp; 2102 object *tmp;
2080 maptile *mp; 2103 maptile *mp;
2081 2104
2082 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2083 2106
2084 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2085 { 2108 {
2086 exclude = exclude->head; 2109 exclude = exclude->head;
2087 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2088 } 2111 }
2089 else 2112 else
2112 max = maxfree[i]; 2135 max = maxfree[i];
2113 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2114 { 2137 {
2115 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2117 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2118 break; 2141 break;
2119 2142
2120 if (tmp) 2143 if (tmp)
2121 return freedir[i]; 2144 return freedir[i];
2122 } 2145 }
2177 2200
2178 return 3; 2201 return 3;
2179} 2202}
2180 2203
2181/* 2204/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int
2188absdir (int d)
2189{
2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2196 return d;
2197}
2198
2199/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2207 */
2203
2204int 2208int
2205dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2206{ 2210{
2207 int d; 2211 int d;
2208 2212
2321 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2322 * core dumps if they do. 2326 * core dumps if they do.
2323 * 2327 *
2324 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2325 */ 2329 */
2326
2327int 2330int
2328can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2329{ 2332{
2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2336 * create clone from object to another 2339 * create clone from object to another
2337 */ 2340 */
2338object * 2341object *
2339object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2340{ 2343{
2341 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2342 2345
2343 if (!asrc) 2346 if (!asrc)
2344 return 0; 2347 return 0;
2345 2348
2346 src = asrc;
2347 if (src->head)
2348 src = src->head; 2349 src = asrc->head_ ();
2349 2350
2350 prev = 0; 2351 prev = 0;
2351 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2352 { 2353 {
2353 tmp = part->clone (); 2354 tmp = part->clone ();
2354 tmp->x -= src->x; 2355 tmp->x -= src->x;
2355 tmp->y -= src->y; 2356 tmp->y -= src->y;
2356 2357
2374 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2375 2376
2376 return dst; 2377 return dst;
2377} 2378}
2378 2379
2379/* GROS - Creates an object using a string representing its content. */
2380/* Basically, we save the content of the string to a temp file, then call */
2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2382/* but it was simple to make and allows reusing the load_object function. */
2383/* Remember not to use load_object_str in a time-critical situation. */
2384/* Also remember that multiparts objects are not supported for now. */
2385object *
2386load_object_str (const char *obstr)
2387{
2388 object *op;
2389 char filename[MAX_BUF];
2390
2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2393 FILE *tempfile = fopen (filename, "w");
2394
2395 if (tempfile == NULL)
2396 {
2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2398 return NULL;
2399 }
2400
2401 fprintf (tempfile, obstr);
2402 fclose (tempfile);
2403
2404 op = object::create ();
2405
2406 object_thawer thawer (filename);
2407
2408 if (thawer)
2409 load_object (thawer, op, 0);
2410
2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2412 CLEAR_FLAG (op, FLAG_REMOVED);
2413
2414 return op;
2415}
2416
2417/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2418 * has the same type and subtype match. 2381 * has the same type and subtype match.
2419 * returns NULL if no match. 2382 * returns NULL if no match.
2420 */ 2383 */
2421object * 2384object *
2474 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2475 return link->value; 2438 return link->value;
2476 2439
2477 return 0; 2440 return 0;
2478} 2441}
2479
2480 2442
2481/* 2443/*
2482 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2483 * 2445 *
2484 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2508 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2509 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2510 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2511 * we get this value back again. 2473 * we get this value back again.
2512 */ 2474 */
2513 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2514 field->value = 0; 2476 field->value = 0;
2515 else 2477 else
2516 { 2478 {
2517 if (last) 2479 if (last)
2518 last->next = field->next; 2480 last->next = field->next;
2587 } 2549 }
2588 else 2550 else
2589 item = item->env; 2551 item = item->env;
2590} 2552}
2591 2553
2554const char *
2555object::flag_desc (char *desc, int len) const
2556{
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580}
2581
2592// return a suitable string describing an objetc in enough detail to find it 2582// return a suitable string describing an object in enough detail to find it
2593const char * 2583const char *
2594object::debug_desc (char *info) const 2584object::debug_desc (char *info) const
2595{ 2585{
2586 char flagdesc[512];
2596 char info2[256 * 3]; 2587 char info2[256 * 4];
2597 char *p = info; 2588 char *p = info;
2598 2589
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2600 count, 2591 count, uuid.seq,
2601 &name, 2592 &name,
2602 title ? " " : "", 2593 title ? "\",title:\"" : "",
2603 title ? (const char *)title : ""); 2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2604 2596
2605 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2599
2608 if (map) 2600 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2602
2611 return info; 2603 return info;
2612} 2604}
2613 2605
2614const char * 2606const char *
2615object::debug_desc () const 2607object::debug_desc () const
2616{ 2608{
2617 static char info[256 * 3]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2618 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2619} 2613}
2620 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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