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Comparing deliantra/server/common/object.C (file contents):
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC vs.
Revision 1.184 by root, Wed Aug 22 20:46:46 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
375 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
377 */ 378 */
378
379object * 379object *
380get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
381{ 381{
382 object *tmp, *closest; 382 object *tmp, *closest;
383 int last_dist, i; 383 int last_dist, i;
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
430} 428}
431 429
432/* 430/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 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) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
453} 510}
454 511
455/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 513 * refcounts and freeing the links.
457 */ 514 */
458static void 515static void
459free_key_values (object *op) 516free_key_values (object *op)
460{ 517{
461 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
462 { 519 {
463 key_value *next = i->next; 520 key_value *next = i->next;
464 delete i; 521 delete i;
465 522
466 i = next; 523 i = next;
467 } 524 }
468 525
469 op->key_values = 0; 526 op->key_values = 0;
470} 527}
471 528
472/* 529object &
473 * copy_to first frees everything allocated by the dst object, 530object::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{ 531{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
485 534
486 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
487 536
488 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 538 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;
496 539
497 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
498 if (key_values) 541 if (src.key_values)
499 { 542 {
500 key_value *tail = 0; 543 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 544 key_values = 0;
504 545
505 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
506 { 547 {
507 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
508 549
509 new_link->next = 0; 550 new_link->next = 0;
510 new_link->key = i->key; 551 new_link->key = i->key;
511 new_link->value = i->value; 552 new_link->value = i->value;
512 553
513 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
514 if (!dst->key_values) 555 if (!key_values)
515 { 556 {
516 dst->key_values = new_link; 557 key_values = new_link;
517 tail = new_link; 558 tail = new_link;
518 } 559 }
519 else 560 else
520 { 561 {
521 tail->next = new_link; 562 tail->next = new_link;
522 tail = new_link; 563 tail = new_link;
523 } 564 }
524 } 565 }
525 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left = speed_left - rndm ();
526 584
527 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
528} 605}
529 606
530object * 607object *
531object::clone () 608object::clone ()
532{ 609{
538/* 615/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * 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 617 * 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. 618 * be called to update the face variable, _and_ how it looks on the map.
542 */ 619 */
543
544void 620void
545update_turn_face (object *op) 621update_turn_face (object *op)
546{ 622{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 624 return;
625
549 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
551} 628}
552 629
553/* 630/*
556 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
557 */ 634 */
558void 635void
559object::set_speed (float speed) 636object::set_speed (float speed)
560{ 637{
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) 638 if (flag [FLAG_FREED] && speed)
567 { 639 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 641 speed = 0;
570 } 642 }
571 643
572 this->speed = speed; 644 this->speed = speed;
573 645
574 if (arch_init) 646 if (has_active_speed ())
575 return; 647 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 648 else
593 { 649 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} 650}
648 651
649/* 652/*
650 * update_object() updates the the map. 653 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
665 */ 668 */
666void 669void
667update_object (object *op, int action) 670update_object (object *op, int action)
668{ 671{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 672 if (op == NULL)
672 { 673 {
673 /* this should never happen */ 674 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 676 return;
699 return; 700 return;
700 } 701 }
701 702
702 mapspace &m = op->ms (); 703 mapspace &m = op->ms ();
703 704
704 if (m.flags_ & P_NEED_UPDATE) 705 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 706 /* nop */;
706 else if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
707 { 708 {
708 // this is likely overkill, TODO: revisit (schmorp) 709 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 710 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 719 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 720 * to have move_allow right now.
720 */ 721 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 722 || ((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) 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 724 m.flags_ = 0;
724 } 725 }
725 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 728 * that is being removed.
728 */ 729 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 731 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
733 else 734 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 736
736 if (op->more) 737 if (op->more)
737 update_object (op->more, action); 738 update_object (op->more, action);
738} 739}
739 740
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 741object::object ()
744{ 742{
745 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
746 744
747 expmul = 1.0; 745 expmul = 1.0;
748 face = blank_face; 746 face = blank_face;
749} 747}
750 748
751object::~object () 749object::~object ()
752{ 750{
751 unlink ();
752
753 free_key_values (this); 753 free_key_values (this);
754} 754}
755 755
756static int object_count;
757
756void object::link () 758void object::link ()
757{ 759{
758 count = ++ob_count; 760 assert (!index);//D
759 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
760 763
761 prev = 0; 764 refcnt_inc ();
762 next = object::first; 765 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 766}
769 767
770void object::unlink () 768void object::unlink ()
771{ 769{
772 if (this == object::first) 770 if (!index)
773 object::first = next; 771 return;
774 772
775 /* Remove this object from the list of used objects */ 773 objects.erase (this);
776 if (prev) prev->next = next; 774 refcnt_dec ();
777 if (next) next->prev = prev; 775}
778 776
779 prev = 0; 777void
780 next = 0; 778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
781} 832}
782 833
783/* 834/*
784 * Remove and free all objects in the inventory of the given object. 835 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 836 * object.c ?
786 */ 837 */
787void 838void
788object::destroy_inv (bool drop_to_ground) 839object::destroy_inv (bool drop_to_ground)
789{ 840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
790 /* Only if the space blocks everything do we not process - 849 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 850 * if some form of movement is allowed, let objects
792 * drop on that space. 851 * drop on that space.
793 */ 852 */
794 if (!drop_to_ground 853 if (!drop_to_ground
795 || !map 854 || !map
796 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
798 { 858 {
799 while (inv) 859 while (inv)
800 { 860 {
801 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 862 inv->destroy ();
810 870
811 if (op->flag [FLAG_STARTEQUIP] 871 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 872 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 873 || op->type == RUNE
814 || op->type == TRAP 874 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 877 op->destroy ();
817 else 878 else
818 { 879 map->insert (op, x, y);
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 } 880 }
825 } 881 }
826} 882}
827 883
828object *object::create () 884object *object::create ()
833} 889}
834 890
835void 891void
836object::do_destroy () 892object::do_destroy ()
837{ 893{
894 attachable::do_destroy ();
895
838 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this); 897 remove_button_link (this);
840 898
841 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this); 900 remove_friendly_object (this);
843 901
844 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
845 remove (); 903 remove ();
846 904
847 if (flag [FLAG_FREED]) 905 destroy_inv (true);
848 return;
849 906
850 set_speed (0); 907 deactivate ();
908 unlink ();
851 909
852 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
853
854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858 911
859 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
860 { 913 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
862 915
866 919
867 freed_map->name = "/internal/freed_objects_map"; 920 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3; 921 freed_map->width = 3;
869 freed_map->height = 3; 922 freed_map->height = 3;
870 923
871 freed_map->allocate (); 924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
872 } 926 }
873 927
874 map = freed_map; 928 map = freed_map;
875 x = 1; 929 x = 1;
876 y = 1; 930 y = 1;
877 } 931 }
878 932
879 head = 0;
880
881 if (more) 933 if (more)
882 { 934 {
883 more->destroy (); 935 more->destroy ();
884 more = 0; 936 more = 0;
885 } 937 }
886 938
939 head = 0;
940
887 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
888 owner = 0; 942 owner = 0;
889 enemy = 0; 943 enemy = 0;
890 attacked_by = 0; 944 attacked_by = 0;
891 945 current_weapon = 0;
892 // only relevant for players(?), but make sure of it anyways
893 contr = 0;
894} 946}
895 947
896void 948void
897object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
898{ 950{
899 if (destroyed ()) 951 if (destroyed ())
900 return; 952 return;
901 953
902 if (destroy_inventory) 954 if (destroy_inventory)
903 destroy_inv (false); 955 destroy_inv (false);
956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
904 962
905 attachable::destroy (); 963 attachable::destroy ();
906} 964}
907 965
908/* 966/*
926 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
927 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
928 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
929 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
930 * the previous environment. 988 * the previous environment.
931 * Beware: This function is called from the editor as well!
932 */ 989 */
933void 990void
934object::remove () 991object::do_remove ()
935{ 992{
936 object *tmp, *last = 0; 993 object *tmp, *last = 0;
937 object *otmp; 994 object *otmp;
938 995
939 if (QUERY_FLAG (this, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
961 * to save cpu time. 1018 * to save cpu time.
962 */ 1019 */
963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
964 otmp->update_stats (); 1021 otmp->update_stats ();
965 1022
966 if (above != NULL) 1023 if (above)
967 above->below = below; 1024 above->below = below;
968 else 1025 else
969 env->inv = below; 1026 env->inv = below;
970 1027
971 if (below != NULL) 1028 if (below)
972 below->above = above; 1029 below->above = above;
973 1030
974 /* we set up values so that it could be inserted into 1031 /* we set up values so that it could be inserted into
975 * the map, but we don't actually do that - it is up 1032 * the map, but we don't actually do that - it is up
976 * to the caller to decide what we want to do. 1033 * to the caller to decide what we want to do.
980 above = 0, below = 0; 1037 above = 0, below = 0;
981 env = 0; 1038 env = 0;
982 } 1039 }
983 else if (map) 1040 else if (map)
984 { 1041 {
985 /* Re did the following section of code - it looks like it had 1042 if (type == PLAYER)
986 * lots of logic for things we no longer care about
987 */ 1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1050 --map->players;
1051 map->touch ();
1052 }
1053
1054 map->dirty = true;
1055 mapspace &ms = this->ms ();
988 1056
989 /* link the object above us */ 1057 /* link the object above us */
990 if (above) 1058 if (above)
991 above->below = below; 1059 above->below = below;
992 else 1060 else
993 map->at (x, y).top = below; /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
994 1062
995 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
996 if (below) 1064 if (below)
997 below->above = above; 1065 below->above = above;
998 else 1066 else
1000 /* Nothing below, which means we need to relink map object for this space 1068 /* Nothing below, which means we need to relink map object for this space
1001 * use translated coordinates in case some oddness with map tiling is 1069 * use translated coordinates in case some oddness with map tiling is
1002 * evident 1070 * evident
1003 */ 1071 */
1004 if (GET_MAP_OB (map, x, y) != this) 1072 if (GET_MAP_OB (map, x, y) != this)
1005 {
1006 char *dump = dump_object (this);
1007 LOG (llevError,
1008 "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); 1073 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 ());
1009 free (dump);
1010 dump = dump_object (GET_MAP_OB (map, x, y));
1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1013 }
1014 1074
1015 map->at (x, y).bot = above; /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1016 } 1076 }
1017 1077
1018 above = 0; 1078 above = 0;
1019 below = 0; 1079 below = 0;
1020 1080
1021 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1022 return; 1082 return;
1023 1083
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1099 {
1028 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1029 * being removed. 1101 * being removed.
1030 */ 1102 */
1031 1103
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view
1036 * appropriately.
1037 */
1038 if (tmp->container == this)
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047
1048 /* See if player moving off should effect something */ 1104 /* See if object moving off should effect something */
1049 if (check_walk_off 1105 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 { 1108 {
1053 move_apply (tmp, this, 0); 1109 move_apply (tmp, this, 0);
1054 1110
1055 if (destroyed ()) 1111 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1113 }
1058 1114
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp; 1115 last = tmp;
1065 } 1116 }
1066 1117
1067 /* last == NULL of there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1068 if (!last) 1120 if (!last)
1069 map->at (x, y).flags_ = P_NEED_UPDATE; 1121 map->at (x, y).flags_ = 0;
1070 else 1122 else
1071 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1072 1124
1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1074 update_all_los (map, x, y); 1126 update_all_los (map, x, y);
1110 } 1162 }
1111 1163
1112 return 0; 1164 return 0;
1113} 1165}
1114 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1115/* 1190/*
1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1117 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1118 */ 1193 */
1119object * 1194object *
1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1121{ 1196{
1122 object *tmp;
1123
1124 if (op->head)
1125 op = op->head;
1126
1127 for (tmp = op; tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1128 { 1198 {
1129 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1130 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1131 } 1201 }
1132 1202
1133 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1134} 1204}
1135 1205
1154 * just 'op' otherwise 1224 * just 'op' otherwise
1155 */ 1225 */
1156object * 1226object *
1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1158{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1159 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1160 sint16 x, y;
1161 1232
1162 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1163 {
1164 LOG (llevError, "Trying to insert freed object!\n");
1165 return NULL;
1166 }
1167
1168 if (m == NULL)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175 1234
1176 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1177 { 1236 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1180#ifdef MANY_CORES 1238#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted. 1241 * improperly inserted.
1184 */ 1242 */
1185 abort (); 1243 abort ();
1186#endif 1244#endif
1187 free (dump);
1188 return op; 1245 return op;
1189 } 1246 }
1190 1247
1191 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1192 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1196 return op; 1250 return 0;
1197 }
1198
1199 if (op->more)
1200 {
1201 /* The part may be on a different map. */
1202
1203 object *more = op->more;
1204
1205 /* We really need the caller to normalize coordinates - if
1206 * we set the map, that doesn't work if the location is within
1207 * a map and this is straddling an edge. So only if coordinate
1208 * is clear wrong do we normalize it.
1209 */
1210 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1211 more->map = get_map_from_coord (m, &more->x, &more->y);
1212 else if (!more->map)
1213 {
1214 /* For backwards compatibility - when not dealing with tiled maps,
1215 * more->map should always point to the parent.
1216 */
1217 more->map = m;
1218 }
1219
1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221 {
1222 if (!op->head)
1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1224
1225 return 0;
1226 }
1227 }
1228 1251
1229 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1230 1253
1231 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1232 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1233 * need extra work 1256 * need extra work
1234 */ 1257 */
1235 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1236 x = op->x; 1259 return 0;
1237 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1238 1263
1239 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1240 */ 1265 */
1241 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1243 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1244 { 1269 {
1245 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1246 tmp->destroy (); 1271 tmp->destroy ();
1247 } 1272 }
1264 op->below = originator->below; 1289 op->below = originator->below;
1265 1290
1266 if (op->below) 1291 if (op->below)
1267 op->below->above = op; 1292 op->below->above = op;
1268 else 1293 else
1269 op->ms ().bot = op; 1294 ms.bot = op;
1270 1295
1271 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1272 originator->below = op; 1297 originator->below = op;
1273 } 1298 }
1274 else 1299 else
1275 { 1300 {
1301 top = ms.bot;
1302
1276 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1277 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1278 { 1305 {
1279 object *last = NULL; 1306 object *last = 0;
1280 1307
1281 /* 1308 /*
1282 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1283 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1284 * Generally, we want to put the new object on top. But if 1311 * Generally, we want to put the new object on top. But if
1288 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1289 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1290 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1291 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1292 */ 1319 */
1293 1320 for (top = ms.bot; top; top = top->above)
1294 while (top != NULL)
1295 { 1321 {
1296 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1297 floor = top; 1323 floor = top;
1298 1324
1299 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1302 top = top->below; 1328 top = top->below;
1303 break; 1329 break;
1304 } 1330 }
1305 1331
1306 last = top; 1332 last = top;
1307 top = top->above;
1308 } 1333 }
1309 1334
1310 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1311 top = last; 1336 top = last;
1312 1337
1314 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1315 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1316 */ 1341 */
1317 1342
1318 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1319 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1320 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1321 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1322 * stacking is a bit odd. 1347 * stacking is a bit odd.
1323 */ 1348 */
1324 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1326 { 1352 {
1327 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1329 break; 1355 break;
1356
1330 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1331 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1332 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1333 * set top to the object below us. 1360 * set top to the object below us.
1334 */ 1361 */
1335 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1336 top = last->below; 1363 top = last->below;
1337 } 1364 }
1338 } /* If objects on this space */ 1365 } /* If objects on this space */
1339
1340 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1341 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1342 1368
1343 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1344 top = floor; 1370 top = floor;
1345 1371
1346 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1347 */ 1373 */
1348 1374
1349 /* First object on this space */ 1375 /* First object on this space */
1350 if (!top) 1376 if (!top)
1351 { 1377 {
1352 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1353 1379
1354 if (op->above) 1380 if (op->above)
1355 op->above->below = op; 1381 op->above->below = op;
1356 1382
1357 op->below = NULL; 1383 op->below = 0;
1358 op->ms ().bot = op; 1384 ms.bot = op;
1359 } 1385 }
1360 else 1386 else
1361 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1362 op->above = top->above; 1388 op->above = top->above;
1363 1389
1366 1392
1367 op->below = top; 1393 op->below = top;
1368 top->above = op; 1394 top->above = op;
1369 } 1395 }
1370 1396
1371 if (op->above == NULL) 1397 if (!op->above)
1372 op->ms ().top = op; 1398 ms.top = op;
1373 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1374 1400
1375 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1402 {
1376 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1404 ++op->map->players;
1405 op->map->touch ();
1406 }
1377 1407
1378 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1379 * it, so save a few ticks and start from there. 1409
1380 */
1381 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1382 if (object *pl = op->ms ().player ()) 1411 if (object *pl = ms.player ())
1383 if (pl->contr->ns)
1384 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1385 1413
1386 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1387 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1388 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1389 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1390 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1391 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1392 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1393 * of effect may be sufficient. 1421 * of effect may be sufficient.
1394 */ 1422 */
1395 if (op->map->darkness && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1396 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1397 1425
1408 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1409 * update_object(). 1437 * update_object().
1410 */ 1438 */
1411 1439
1412 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1413 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1414 { 1442 {
1415 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1416 return 0; 1444 return 0;
1417 1445
1418 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1419 * walk on's. 1447 * walk on's.
1420 */ 1448 */
1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1422 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1423 return 0; 1451 return 0;
1424 } 1452 }
1425 1453
1426 return op; 1454 return op;
1435{ 1463{
1436 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1437 1465
1438 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1439 1467
1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1442 tmp->destroy (); 1470 tmp->destroy ();
1443 1471
1444 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1445 1473
1446 tmp1->x = op->x; 1474 tmp1->x = op->x;
1447 tmp1->y = op->y; 1475 tmp1->y = op->y;
1448 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1449} 1483}
1450 1484
1451/* 1485/*
1452 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1453 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1454 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1455 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1456 * global static errmsg array. 1490 * global static errmsg array.
1457 */ 1491 */
1458
1459object * 1492object *
1460get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1461{ 1494{
1462 object *newob; 1495 object *newob;
1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1494 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1495 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1496 * 1529 *
1497 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1498 */ 1531 */
1499
1500object * 1532object *
1501decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1502{ 1534{
1503 object *tmp; 1535 object *tmp;
1504 1536
1579 1611
1580/* 1612/*
1581 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1583 */ 1615 */
1584
1585void 1616void
1586add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1587{ 1618{
1588 while (op != NULL) 1619 while (op != NULL)
1589 { 1620 {
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump); 1636 free (dump);
1606 return op; 1637 return op;
1607 } 1638 }
1608 1639
1609 if (where->head) 1640 if (where->head_ () != where)
1610 { 1641 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head; 1643 where = where->head;
1613 } 1644 }
1614 1645
1615 return where->insert (op); 1646 return where->insert (op);
1616} 1647}
1621 * inside the object environment. 1652 * inside the object environment.
1622 * 1653 *
1623 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1624 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1625 */ 1656 */
1626
1627object * 1657object *
1628object::insert (object *op) 1658object::insert (object *op)
1629{ 1659{
1630 object *tmp, *otmp;
1631
1632 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1633 op->remove (); 1661 op->remove ();
1634 1662
1635 if (op->more) 1663 if (op->more)
1636 { 1664 {
1638 return op; 1666 return op;
1639 } 1667 }
1640 1668
1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1642 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1643 if (op->nrof) 1672 if (op->nrof)
1644 { 1673 {
1645 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1646 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1647 { 1676 {
1648 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1649 (client needs the original object) */ 1678 (client needs the original object) */
1650 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1669 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1670 } 1699 }
1671 else 1700 else
1672 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1673 1702
1674 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1675 if (otmp && otmp->contr)
1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 otmp->update_stats (); 1705 otmp->update_stats ();
1678 1706
1707 op->owner = 0; // its his/hers now. period.
1679 op->map = 0; 1708 op->map = 0;
1680 op->env = this; 1709 op->env = this;
1681 op->above = 0; 1710 op->above = 0;
1682 op->below = 0; 1711 op->below = 0;
1683 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1684 1713
1685 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1686 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1687 { 1716 {
1688#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1690#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1691 if (map->darkness) 1720 if (map->darkness)
1727 * 1756 *
1728 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1729 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1730 * on top. 1759 * on top.
1731 */ 1760 */
1732
1733int 1761int
1734check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1735{ 1763{
1736 object *tmp; 1764 object *tmp;
1737 maptile *m = op->map; 1765 maptile *m = op->map;
1764 1792
1765 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1766 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1767 */ 1795 */
1768 1796
1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1770 { 1798 {
1771 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1772 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1773 * we don't need to check all of them. 1801 * we don't need to check all of them.
1774 */ 1802 */
1792 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1793 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1794 { 1822 {
1795 1823
1796 float 1824 float
1797 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1798 1826
1799 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1800 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1801 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1802 diff /= 4.0; 1830 diff /= 4.0;
1832 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1833 */ 1861 */
1834object * 1862object *
1835present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1836{ 1864{
1837 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1838 { 1866 {
1839 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1840 return NULL; 1868 return NULL;
1841 } 1869 }
1842 1870
1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1844 if (tmp->arch == at) 1872 if (tmp->arch == at)
1845 return tmp; 1873 return tmp;
1846 1874
1847 return NULL; 1875 return NULL;
1848} 1876}
1859 { 1887 {
1860 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
1861 return NULL; 1889 return NULL;
1862 } 1890 }
1863 1891
1864 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)
1865 if (tmp->type == type) 1893 if (tmp->type == type)
1866 return tmp; 1894 return tmp;
1867 1895
1868 return NULL; 1896 return NULL;
1869} 1897}
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 { 1975 {
1948 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1949 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1950 } 1978 }
1951}
1952
1953/*
1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1955 * all it's inventory (recursively).
1956 * If checksums are used, a player will get set_cheat called for
1957 * him/her-self and all object carried by a call to this function.
1958 */
1959void
1960set_cheat (object *op)
1961{
1962 SET_FLAG (op, FLAG_WAS_WIZ);
1963 flag_inv (op, FLAG_WAS_WIZ);
1964} 1979}
1965 1980
1966/* 1981/*
1967 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1968 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2009 } 2024 }
2010 2025
2011 if (!index) 2026 if (!index)
2012 return -1; 2027 return -1;
2013 2028
2014 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2015} 2030}
2016 2031
2017/* 2032/*
2018 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2019 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2040{ 2055{
2041 arr += begin; 2056 arr += begin;
2042 end -= begin; 2057 end -= begin;
2043 2058
2044 while (--end) 2059 while (--end)
2045 swap (arr [end], arr [RANDOM () % (end + 1)]); 2060 swap (arr [end], arr [rndm (end + 1)]);
2046} 2061}
2047 2062
2048/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2049 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2050 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2086 object *tmp; 2101 object *tmp;
2087 maptile *mp; 2102 maptile *mp;
2088 2103
2089 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2090 2105
2091 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2092 { 2107 {
2093 exclude = exclude->head; 2108 exclude = exclude->head;
2094 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2095 } 2110 }
2096 else 2111 else
2119 max = maxfree[i]; 2134 max = maxfree[i];
2120 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2121 { 2136 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2124 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2125 break; 2140 break;
2126 2141
2127 if (tmp) 2142 if (tmp)
2128 return freedir[i]; 2143 return freedir[i];
2129 } 2144 }
2184 2199
2185 return 3; 2200 return 3;
2186} 2201}
2187 2202
2188/* 2203/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int
2195absdir (int d)
2196{
2197 while (d < 1)
2198 d += 8;
2199
2200 while (d > 8)
2201 d -= 8;
2202
2203 return d;
2204}
2205
2206/*
2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2208 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2209 */ 2206 */
2210
2211int 2207int
2212dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2213{ 2209{
2214 int d; 2210 int d;
2215 2211
2328 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2329 * core dumps if they do. 2325 * core dumps if they do.
2330 * 2326 *
2331 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2332 */ 2328 */
2333
2334int 2329int
2335can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2336{ 2331{
2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2343 * create clone from object to another 2338 * create clone from object to another
2344 */ 2339 */
2345object * 2340object *
2346object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2347{ 2342{
2348 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2349 2344
2350 if (!asrc) 2345 if (!asrc)
2351 return 0; 2346 return 0;
2352 2347
2353 src = asrc;
2354 if (src->head)
2355 src = src->head; 2348 src = asrc->head_ ();
2356 2349
2357 prev = 0; 2350 prev = 0;
2358 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2359 { 2352 {
2360 tmp = part->clone (); 2353 tmp = part->clone ();
2361 tmp->x -= src->x; 2354 tmp->x -= src->x;
2362 tmp->y -= src->y; 2355 tmp->y -= src->y;
2363 2356
2381 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2382 2375
2383 return dst; 2376 return dst;
2384} 2377}
2385 2378
2386/* GROS - Creates an object using a string representing its content. */
2387/* Basically, we save the content of the string to a temp file, then call */
2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2389/* but it was simple to make and allows reusing the load_object function. */
2390/* Remember not to use load_object_str in a time-critical situation. */
2391/* Also remember that multiparts objects are not supported for now. */
2392object *
2393load_object_str (const char *obstr)
2394{
2395 object *op;
2396 char filename[MAX_BUF];
2397
2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2399
2400 FILE *tempfile = fopen (filename, "w");
2401
2402 if (tempfile == NULL)
2403 {
2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2405 return NULL;
2406 }
2407
2408 fprintf (tempfile, obstr);
2409 fclose (tempfile);
2410
2411 op = object::create ();
2412
2413 object_thawer thawer (filename);
2414
2415 if (thawer)
2416 load_object (thawer, op, 0);
2417
2418 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2419 CLEAR_FLAG (op, FLAG_REMOVED);
2420
2421 return op;
2422}
2423
2424/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2425 * has the same type and subtype match. 2380 * has the same type and subtype match.
2426 * returns NULL if no match. 2381 * returns NULL if no match.
2427 */ 2382 */
2428object * 2383object *
2481 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2482 return link->value; 2437 return link->value;
2483 2438
2484 return 0; 2439 return 0;
2485} 2440}
2486
2487 2441
2488/* 2442/*
2489 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2490 * 2444 *
2491 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2515 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2516 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2517 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2518 * we get this value back again. 2472 * we get this value back again.
2519 */ 2473 */
2520 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2521 field->value = 0; 2475 field->value = 0;
2522 else 2476 else
2523 { 2477 {
2524 if (last) 2478 if (last)
2525 last->next = field->next; 2479 last->next = field->next;
2594 } 2548 }
2595 else 2549 else
2596 item = item->env; 2550 item = item->env;
2597} 2551}
2598 2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2599// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2600const char * 2582const char *
2601object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2602{ 2584{
2585 char flagdesc[512];
2603 char info2[256 * 3]; 2586 char info2[256 * 4];
2604 char *p = info; 2587 char *p = info;
2605 2588
2606 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2607 count, 2590 count, uuid.seq,
2608 &name, 2591 &name,
2609 title ? " " : "", 2592 title ? "\",title:\"" : "",
2610 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2611 2595
2612 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614 2598
2615 if (map) 2599 if (map)
2616 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2617 2601
2618 return info; 2602 return info;
2619} 2603}
2620 2604
2621const char * 2605const char *
2622object::debug_desc () const 2606object::debug_desc () const
2623{ 2607{
2624 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2625 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2626} 2612}
2627 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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