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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 1); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
455/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 521 * refcounts and freeing the links.
457 */ 522 */
458static void 523static void
459free_key_values (object *op) 524free_key_values (object *op)
460{ 525{
461 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
462 { 527 {
463 key_value *next = i->next; 528 key_value *next = i->next;
464 delete i; 529 delete i;
465 530
466 i = next; 531 i = next;
467 } 532 }
468 533
469 op->key_values = 0; 534 op->key_values = 0;
470} 535}
471 536
472/* 537object &
473 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 539{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
485 542
486 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
487 544
488 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 547
497 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
498 if (key_values) 549 if (src.key_values)
499 { 550 {
500 key_value *tail = 0; 551 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 552 key_values = 0;
504 553
505 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
506 { 555 {
507 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
508 557
509 new_link->next = 0; 558 new_link->next = 0;
510 new_link->key = i->key; 559 new_link->key = i->key;
511 new_link->value = i->value; 560 new_link->value = i->value;
512 561
513 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
514 if (!dst->key_values) 563 if (!key_values)
515 { 564 {
516 dst->key_values = new_link; 565 key_values = new_link;
517 tail = new_link; 566 tail = new_link;
518 } 567 }
519 else 568 else
520 { 569 {
521 tail->next = new_link; 570 tail->next = new_link;
522 tail = new_link; 571 tail = new_link;
523 } 572 }
524 } 573 }
525 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
526 592
527 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
528} 613}
529 614
530object * 615object *
531object::clone () 616object::clone ()
532{ 617{
538/* 623/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
542 */ 627 */
543
544void 628void
545update_turn_face (object *op) 629update_turn_face (object *op)
546{ 630{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 632 return;
633
549 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
551} 636}
552 637
553/* 638/*
556 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
557 */ 642 */
558void 643void
559object::set_speed (float speed) 644object::set_speed (float speed)
560{ 645{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 646 if (flag [FLAG_FREED] && speed)
567 { 647 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 649 speed = 0;
570 } 650 }
571 651
572 this->speed = speed; 652 this->speed = speed;
573 653
574 if (arch_init) 654 if (has_active_speed ())
575 return; 655 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 656 else
593 { 657 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 658}
648 659
649/* 660/*
650 * update_object() updates the the map. 661 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
665 */ 676 */
666void 677void
667update_object (object *op, int action) 678update_object (object *op, int action)
668{ 679{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 680 if (op == NULL)
672 { 681 {
673 /* this should never happen */ 682 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 684 return;
699 return; 708 return;
700 } 709 }
701 710
702 mapspace &m = op->ms (); 711 mapspace &m = op->ms ();
703 712
704 if (m.flags_ & P_NEED_UPDATE) 713 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 714 /* nop */;
706 else if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
707 { 716 {
708 // this is likely overkill, TODO: revisit (schmorp) 717 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 728 * to have move_allow right now.
720 */ 729 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
724 } 733 }
725 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 736 * that is being removed.
728 */ 737 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 739 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
733 else 742 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 744
736 if (op->more) 745 if (op->more)
737 update_object (op->more, action); 746 update_object (op->more, action);
738} 747}
739 748
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 749object::object ()
744{ 750{
745 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
746 752
747 expmul = 1.0; 753 expmul = 1.0;
748 face = blank_face; 754 face = blank_face;
749} 755}
750 756
751object::~object () 757object::~object ()
752{ 758{
759 unlink ();
760
753 free_key_values (this); 761 free_key_values (this);
754} 762}
755 763
764static int object_count;
765
756void object::link () 766void object::link ()
757{ 767{
758 count = ++ob_count; 768 assert (!index);//D
759 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
760 771
761 prev = 0; 772 refcnt_inc ();
762 next = object::first; 773 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 774}
769 775
770void object::unlink () 776void object::unlink ()
771{ 777{
772 if (this == object::first) 778 if (!index)
773 object::first = next; 779 return;
774 780
775 /* Remove this object from the list of used objects */ 781 objects.erase (this);
776 if (prev) prev->next = next; 782 refcnt_dec ();
777 if (next) next->prev = prev; 783}
778 784
779 prev = 0; 785void
780 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
781} 840}
782 841
783/* 842/*
784 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 844 * object.c ?
786 */ 845 */
787void 846void
788object::destroy_inv (bool drop_to_ground) 847object::destroy_inv (bool drop_to_ground)
789{ 848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
790 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
792 * drop on that space. 859 * drop on that space.
793 */ 860 */
794 if (!drop_to_ground 861 if (!drop_to_ground
795 || !map 862 || !map
796 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
798 { 866 {
799 while (inv) 867 while (inv)
800 { 868 {
801 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 870 inv->destroy ();
810 878
811 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 881 || op->type == RUNE
814 || op->type == TRAP 882 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 885 op->destroy ();
817 else 886 else
818 map->insert (op, x, y); 887 map->insert (op, x, y);
819 } 888 }
820 } 889 }
828} 897}
829 898
830void 899void
831object::do_destroy () 900object::do_destroy ()
832{ 901{
902 attachable::do_destroy ();
903
833 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this); 905 remove_button_link (this);
835 906
836 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this); 908 remove_friendly_object (this);
838 909
839 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
840 remove (); 911 remove ();
841 912
842 if (flag [FLAG_FREED]) 913 destroy_inv (true);
843 return;
844 914
845 set_speed (0); 915 deactivate ();
916 unlink ();
846 917
847 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
848
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853 919
854 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
855 { 921 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
857 923
861 927
862 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 929 freed_map->width = 3;
864 freed_map->height = 3; 930 freed_map->height = 3;
865 931
866 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
867 } 934 }
868 935
869 map = freed_map; 936 map = freed_map;
870 x = 1; 937 x = 1;
871 y = 1; 938 y = 1;
872 } 939 }
873 940
874 head = 0;
875
876 if (more) 941 if (more)
877 { 942 {
878 more->destroy (); 943 more->destroy ();
879 more = 0; 944 more = 0;
880 } 945 }
881 946
947 head = 0;
948
882 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
883 owner = 0; 950 owner = 0;
884 enemy = 0; 951 enemy = 0;
885 attacked_by = 0; 952 attacked_by = 0;
886 953 current_weapon = 0;
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 954}
890 955
891void 956void
892object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
893{ 958{
894 if (destroyed ()) 959 if (destroyed ())
895 return; 960 return;
896 961
897 if (destroy_inventory) 962 if (destroy_inventory)
898 destroy_inv (false); 963 destroy_inv (false);
964
965 if (sound_destroy)
966 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
899 969
900 attachable::destroy (); 970 attachable::destroy ();
901} 971}
902 972
903/* 973/*
921 * This function removes the object op from the linked list of objects 991 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 992 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 993 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 994 * environment, the x and y coordinates will be updated to
925 * the previous environment. 995 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 996 */
928void 997void
929object::remove () 998object::do_remove ()
930{ 999{
931 object *tmp, *last = 0; 1000 object *tmp, *last = 0;
932 object *otmp; 1001 object *otmp;
933 1002
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 1003 if (QUERY_FLAG (this, FLAG_REMOVED))
956 * to save cpu time. 1025 * to save cpu time.
957 */ 1026 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1027 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 1028 otmp->update_stats ();
960 1029
961 if (above != NULL) 1030 if (above)
962 above->below = below; 1031 above->below = below;
963 else 1032 else
964 env->inv = below; 1033 env->inv = below;
965 1034
966 if (below != NULL) 1035 if (below)
967 below->above = above; 1036 below->above = above;
968 1037
969 /* we set up values so that it could be inserted into 1038 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up 1039 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do. 1040 * to the caller to decide what we want to do.
975 above = 0, below = 0; 1044 above = 0, below = 0;
976 env = 0; 1045 env = 0;
977 } 1046 }
978 else if (map) 1047 else if (map)
979 { 1048 {
980 /* Re did the following section of code - it looks like it had 1049 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 1050 {
1051 // leaving a spot always closes any open container on the ground
1052 if (container && !container->env)
1053 // this causes spurious floorbox updates, but it ensures
1054 // that the CLOSE event is being sent.
1055 close_container ();
1056
1057 --map->players;
1058 map->touch ();
1059 }
1060
1061 map->dirty = true;
1062 mapspace &ms = this->ms ();
983 1063
984 /* link the object above us */ 1064 /* link the object above us */
985 if (above) 1065 if (above)
986 above->below = below; 1066 above->below = below;
987 else 1067 else
988 map->at (x, y).top = below; /* we were top, set new top */ 1068 ms.top = below; /* we were top, set new top */
989 1069
990 /* Relink the object below us, if there is one */ 1070 /* Relink the object below us, if there is one */
991 if (below) 1071 if (below)
992 below->above = above; 1072 below->above = above;
993 else 1073 else
995 /* Nothing below, which means we need to relink map object for this space 1075 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is 1076 * use translated coordinates in case some oddness with map tiling is
997 * evident 1077 * evident
998 */ 1078 */
999 if (GET_MAP_OB (map, x, y) != this) 1079 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1080 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 1081
1010 map->at (x, y).bot = above; /* goes on above it. */ 1082 ms.bot = above; /* goes on above it. */
1011 } 1083 }
1012 1084
1013 above = 0; 1085 above = 0;
1014 below = 0; 1086 below = 0;
1015 1087
1016 if (map->in_memory == MAP_SAVING) 1088 if (map->in_memory == MAP_SAVING)
1017 return; 1089 return;
1018 1090
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1091 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1092
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1093 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1094 {
1023 /* No point updating the players look faces if he is the object 1095 /* No point updating the players look faces if he is the object
1024 * being removed. 1096 * being removed.
1025 */ 1097 */
1026 1098
1038 1110
1039 if (tmp->contr->ns) 1111 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1112 tmp->contr->ns->floorbox_update ();
1041 } 1113 }
1042 1114
1043 /* See if player moving off should effect something */ 1115 /* See if object moving off should effect something */
1044 if (check_walk_off 1116 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1119 {
1048 move_apply (tmp, this, 0); 1120 move_apply (tmp, this, 0);
1049 1121
1050 if (destroyed ()) 1122 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1124 }
1053 1125
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp; 1126 last = tmp;
1060 } 1127 }
1061 1128
1062 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last) 1131 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1065 else 1133 else
1066 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1067 1135
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1105 } 1173 }
1106 1174
1107 return 0; 1175 return 0;
1108} 1176}
1109 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1110/* 1201/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1113 */ 1204 */
1114object * 1205object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1207{
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1118 { 1209 {
1119 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1120 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1121 } 1212 }
1122 1213
1123 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1124} 1215}
1125 1216
1144 * just 'op' otherwise 1235 * just 'op' otherwise
1145 */ 1236 */
1146object * 1237object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1149 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1150 sint16 x, y;
1151 1243
1152 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1153 {
1154 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL;
1156 }
1157 1245
1158 if (m == NULL) 1246#if 0
1159 { 1247 if (!m->active != !op->active)
1160 char *dump = dump_object (op); 1248 if (m->active)
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1162 free (dump); 1250 else
1163 return op; 1251 op->deactivate_recursive ();
1164 } 1252#endif
1165 1253
1166 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1167 { 1255 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1170#ifdef MANY_CORES 1257#ifdef MANY_CORES
1171 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1172 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1173 * improperly inserted. 1260 * improperly inserted.
1174 */ 1261 */
1175 abort (); 1262 abort ();
1176#endif 1263#endif
1177 free (dump);
1178 return op; 1264 return op;
1179 } 1265 }
1180 1266
1181 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1182 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op; 1269 return 0;
1187 }
1188
1189 if (op->more)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more;
1194
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1212 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214
1215 return 0;
1216 }
1217 }
1218 1270
1219 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1220 1272
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1223 * need extra work 1275 * need extra work
1224 */ 1276 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1226 x = op->x; 1278 return 0;
1227 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1228 1282
1229 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1230 */ 1284 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1234 { 1288 {
1235 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1290 tmp->destroy ();
1237 } 1291 }
1254 op->below = originator->below; 1308 op->below = originator->below;
1255 1309
1256 if (op->below) 1310 if (op->below)
1257 op->below->above = op; 1311 op->below->above = op;
1258 else 1312 else
1259 op->ms ().bot = op; 1313 ms.bot = op;
1260 1314
1261 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1262 originator->below = op; 1316 originator->below = op;
1263 } 1317 }
1264 else 1318 else
1265 { 1319 {
1320 top = ms.bot;
1321
1266 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1268 { 1324 {
1269 object *last = NULL; 1325 object *last = 0;
1270 1326
1271 /* 1327 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1278 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1282 */ 1338 */
1283 1339 for (top = ms.bot; top; top = top->above)
1284 while (top != NULL)
1285 { 1340 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1287 floor = top; 1342 floor = top;
1288 1343
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1292 top = top->below; 1347 top = top->below;
1293 break; 1348 break;
1294 } 1349 }
1295 1350
1296 last = top; 1351 last = top;
1297 top = top->above;
1298 } 1352 }
1299 1353
1300 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last; 1355 top = last;
1302 1356
1304 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1306 */ 1360 */
1307 1361
1308 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1366 * stacking is a bit odd.
1313 */ 1367 */
1314 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1316 { 1371 {
1317 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1374 break;
1375
1320 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1379 * set top to the object below us.
1324 */ 1380 */
1325 if (last && last->below && last != floor) 1381 if (last && last->below && last != floor)
1326 top = last->below; 1382 top = last->below;
1327 } 1383 }
1328 } /* If objects on this space */ 1384 } /* If objects on this space */
1329
1330 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1332 1387
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1389 top = floor;
1335 1390
1336 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1392 */
1338 1393
1339 /* First object on this space */ 1394 /* First object on this space */
1340 if (!top) 1395 if (!top)
1341 { 1396 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1343 1398
1344 if (op->above) 1399 if (op->above)
1345 op->above->below = op; 1400 op->above->below = op;
1346 1401
1347 op->below = NULL; 1402 op->below = 0;
1348 op->ms ().bot = op; 1403 ms.bot = op;
1349 } 1404 }
1350 else 1405 else
1351 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1352 op->above = top->above; 1407 op->above = top->above;
1353 1408
1356 1411
1357 op->below = top; 1412 op->below = top;
1358 top->above = op; 1413 top->above = op;
1359 } 1414 }
1360 1415
1361 if (op->above == NULL) 1416 if (!op->above)
1362 op->ms ().top = op; 1417 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1364 1419
1365 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1421 {
1366 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1367 1428
1368 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1370 */ 1431 */
1371 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1433 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1434 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1435 pl->contr->ns->floorbox_update ();
1375 1436
1376 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1444 * of effect may be sufficient.
1384 */ 1445 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1387 1448
1398 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1460 * update_object().
1400 */ 1461 */
1401 1462
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1465 {
1405 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1406 return 0; 1467 return 0;
1407 1468
1408 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1470 * walk on's.
1410 */ 1471 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1413 return 0; 1474 return 0;
1414 } 1475 }
1415 1476
1416 return op; 1477 return op;
1425{ 1486{
1426 object *tmp, *tmp1; 1487 object *tmp, *tmp1;
1427 1488
1428 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1429 1490
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1493 tmp->destroy ();
1433 1494
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1496
1436 tmp1->x = op->x; 1497 tmp1->x = op->x;
1439} 1500}
1440 1501
1441object * 1502object *
1442object::insert_at (object *where, object *originator, int flags) 1503object::insert_at (object *where, object *originator, int flags)
1443{ 1504{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1506}
1446 1507
1447/* 1508/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1491 * 1552 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1554 */
1494
1495object * 1555object *
1496decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1497{ 1557{
1498 object *tmp; 1558 object *tmp;
1499 1559
1574 1634
1575/* 1635/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1578 */ 1638 */
1579
1580void 1639void
1581add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1582{ 1641{
1583 while (op != NULL) 1642 while (op != NULL)
1584 { 1643 {
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1659 free (dump);
1601 return op; 1660 return op;
1602 } 1661 }
1603 1662
1604 if (where->head) 1663 if (where->head_ () != where)
1605 { 1664 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1666 where = where->head;
1608 } 1667 }
1609 1668
1610 return where->insert (op); 1669 return where->insert (op);
1611} 1670}
1616 * inside the object environment. 1675 * inside the object environment.
1617 * 1676 *
1618 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1620 */ 1679 */
1621
1622object * 1680object *
1623object::insert (object *op) 1681object::insert (object *op)
1624{ 1682{
1625 object *tmp, *otmp; 1683 object *tmp, *otmp;
1626 1684
1758 1816
1759 /* The objects have to be checked from top to bottom. 1817 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1818 * Hence, we first go to the top:
1761 */ 1819 */
1762 1820
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1822 {
1765 /* Trim the search when we find the first other spell effect 1823 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1824 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1825 * we don't need to check all of them.
1768 */ 1826 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1846 {
1789 1847
1790 float 1848 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1850
1793 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1854 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1827 */ 1885 */
1828object * 1886object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1888{
1831 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
1832 { 1890 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1892 return NULL;
1835 } 1893 }
1836 1894
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1896 if (tmp->arch == at)
1839 return tmp; 1897 return tmp;
1840 1898
1841 return NULL; 1899 return NULL;
1842} 1900}
1853 { 1911 {
1854 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1913 return NULL;
1856 } 1914 }
1857 1915
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1917 if (tmp->type == type)
1860 return tmp; 1918 return tmp;
1861 1919
1862 return NULL; 1920 return NULL;
1863} 1921}
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 { 1999 {
1942 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
1944 } 2002 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 2003}
1959 2004
1960/* 2005/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 2006 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 2007 * a spot at the given map and coordinates which will be able to contain
2003 } 2048 }
2004 2049
2005 if (!index) 2050 if (!index)
2006 return -1; 2051 return -1;
2007 2052
2008 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2009} 2054}
2010 2055
2011/* 2056/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2034{ 2079{
2035 arr += begin; 2080 arr += begin;
2036 end -= begin; 2081 end -= begin;
2037 2082
2038 while (--end) 2083 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2084 swap (arr [end], arr [rndm (end + 1)]);
2040} 2085}
2041 2086
2042/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2125 object *tmp;
2081 maptile *mp; 2126 maptile *mp;
2082 2127
2083 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2084 2129
2085 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2086 { 2131 {
2087 exclude = exclude->head; 2132 exclude = exclude->head;
2088 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2089 } 2134 }
2090 else 2135 else
2113 max = maxfree[i]; 2158 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2115 { 2160 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2164 break;
2120 2165
2121 if (tmp) 2166 if (tmp)
2122 return freedir[i]; 2167 return freedir[i];
2123 } 2168 }
2178 2223
2179 return 3; 2224 return 3;
2180} 2225}
2181 2226
2182/* 2227/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2230 */
2204
2205int 2231int
2206dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2207{ 2233{
2208 int d; 2234 int d;
2209 2235
2337 * create clone from object to another 2363 * create clone from object to another
2338 */ 2364 */
2339object * 2365object *
2340object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2341{ 2367{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2343 2369
2344 if (!asrc) 2370 if (!asrc)
2345 return 0; 2371 return 0;
2346 2372
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2373 src = asrc->head_ ();
2350 2374
2351 prev = 0; 2375 prev = 0;
2352 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2353 { 2377 {
2354 tmp = part->clone (); 2378 tmp = part->clone ();
2355 tmp->x -= src->x; 2379 tmp->x -= src->x;
2356 tmp->y -= src->y; 2380 tmp->y -= src->y;
2357 2381
2375 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2376 2400
2377 return dst; 2401 return dst;
2378} 2402}
2379 2403
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2405 * has the same type and subtype match.
2420 * returns NULL if no match. 2406 * returns NULL if no match.
2421 */ 2407 */
2422object * 2408object *
2475 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2476 return link->value; 2462 return link->value;
2477 2463
2478 return 0; 2464 return 0;
2479} 2465}
2480
2481 2466
2482/* 2467/*
2483 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2484 * 2469 *
2485 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2497 * we get this value back again.
2513 */ 2498 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2500 field->value = 0;
2516 else 2501 else
2517 { 2502 {
2518 if (last) 2503 if (last)
2519 last->next = field->next; 2504 last->next = field->next;
2588 } 2573 }
2589 else 2574 else
2590 item = item->env; 2575 item = item->env;
2591} 2576}
2592 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2593// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2594const char * 2607const char *
2595object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2596{ 2609{
2610 char flagdesc[512];
2597 char info2[256 * 3]; 2611 char info2[256 * 4];
2598 char *p = info; 2612 char *p = info;
2599 2613
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2601 count, 2615 count, uuid.seq,
2602 &name, 2616 &name,
2603 title ? " " : "", 2617 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2605 2620
2606 if (env) 2621 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2623
2609 if (map) 2624 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2626
2612 return info; 2627 return info;
2613} 2628}
2614 2629
2615const char * 2630const char *
2616object::debug_desc () const 2631object::debug_desc () const
2617{ 2632{
2618 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2619 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2620} 2637}
2621 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737

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