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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 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
17 17
18 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
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
41 43
42short 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, 44short 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,
43 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 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 46};
51int freedir[SIZEOFFREE] = { 53int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 54 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 56};
55 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
134
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 136static int
58compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
59{ 138{
60 key_value *wants_field; 139 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
65 */ 144 */
66 145
67 /* For each field in wants, */ 146 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 148 {
70 key_value *has_field; 149 key_value *has_field;
71 150
72 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
107 * 186 *
108 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
111 * 190 *
112 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
113 * 192 *
114 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
115 * check weight 194 * check weight
116 */ 195 */
117
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
203 277
204 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 283 return 0;
210 284
211 switch (ob1->type) 285 switch (ob1->type)
212 { 286 {
213 case SCROLL: 287 case SCROLL:
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * 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.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436} 430}
437 431
438/* 432/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474}
475
476/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 434 * skill and experience objects.
479 */ 435 */
480void 436void
481set_owner (object *op, object *owner) 437object::set_owner (object *owner)
482{ 438{
483 if (owner == NULL || op == NULL) 439 if (!owner)
484 return; 440 return;
485 441
486 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
492 */ 448 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
494 owner = owner->owner; 450 owner = owner->owner;
495 451
496 /* IF the owner still has an owner, we did not resolve to a final owner.
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner; 452 this->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 {
525 /* players don't have owners - they own themselves. Update
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return;
532 }
533
534 set_owner (op, owner);
535} 453}
536 454
537/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 456 * refcounts and freeing the links.
539 */ 457 */
549 } 467 }
550 468
551 op->key_values = 0; 469 op->key_values = 0;
552} 470}
553 471
554void object::clear ()
555{
556 attachable_base::clear ();
557
558 free_key_values (this);
559
560 clear_owner (this);
561
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/* 472/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
625 * will point at garbage. 478 * will point at garbage.
626 */ 479 */
627
628void 480void
629copy_object (object *op2, object *op) 481object::copy_to (object *dst)
630{ 482{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
633 485
634 op2->clone (op); 486 *(object_copy *)dst = *this;
635 487
636 if (is_freed) 488 if (is_freed)
637 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
638 if (is_removed) 491 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
640 493
641 if (op2->speed < 0) 494 if (speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
643 496
644 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
645 if (op2->key_values) 498 if (key_values)
646 { 499 {
647 key_value *tail = 0; 500 key_value *tail = 0;
648 key_value *i; 501 key_value *i;
649 502
650 op->key_values = 0; 503 dst->key_values = 0;
651 504
652 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
653 { 506 {
654 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
655 508
656 new_link->next = 0; 509 new_link->next = 0;
657 new_link->key = i->key; 510 new_link->key = i->key;
658 new_link->value = i->value; 511 new_link->value = i->value;
659 512
660 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
661 if (!op->key_values) 514 if (!dst->key_values)
662 { 515 {
663 op->key_values = new_link; 516 dst->key_values = new_link;
664 tail = new_link; 517 tail = new_link;
665 } 518 }
666 else 519 else
667 { 520 {
668 tail->next = new_link; 521 tail->next = new_link;
669 tail = new_link; 522 tail = new_link;
670 } 523 }
671 } 524 }
672 } 525 }
673 526
674 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
675} 536}
676 537
677/* 538/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
680 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
681 */ 542 */
682
683void 543void
684update_turn_face (object *op) 544update_turn_face (object *op)
685{ 545{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 547 return;
548
688 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
690} 551}
691 552
692/* 553/*
693 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
696 */ 557 */
697
698void 558void
699update_ob_speed (object *op) 559object::set_speed (float speed)
700{ 560{
701 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
702
703 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated.
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 562 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 564 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 565 }
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725 566
726 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
727 * of the list. */ 568
728 op->active_next = active_objects; 569 if (has_active_speed ())
729 if (op->active_next != NULL) 570 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 571 else
734 { 572 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 573}
755 574
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 575/*
788 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 579 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
795 * 583 *
796 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 585 * current action are:
802 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
807 */ 591 */
808
809void 592void
810update_object (object *op, int action) 593update_object (object *op, int action)
811{ 594{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
814 596
815 if (op == NULL) 597 if (op == NULL)
816 { 598 {
817 /* this should never happen */ 599 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 601 return;
820 } 602 }
821 603
822 if (op->env != NULL) 604 if (op->env)
823 { 605 {
824 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
825 * to do in this case. 607 * to do in this case.
826 */ 608 */
827 return; 609 return;
832 */ 614 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 616 return;
835 617
836 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 620 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 622#ifdef MANY_CORES
841 abort (); 623 abort ();
842#endif 624#endif
843 return; 625 return;
844 } 626 }
845 627
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
853 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
854 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 645 * to have move_allow right now.
878 */ 646 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 649 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 650 }
885 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 653 * that is being removed.
888 */ 654 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 656 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
893 else 659 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 661
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 662 if (op->more)
903 update_object (op->more, action); 663 update_object (op->more, action);
904} 664}
905 665
906static unordered_vector < object *>mortals; 666object *object::first;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922 667
923object::object () 668object::object ()
924{ 669{
925 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
926 671
927 expmul = 1.0; 672 expmul = 1.0;
928 face = blank_face; 673 face = blank_face;
929 attacked_by_count = -1;
930} 674}
931 675
932object::~object () 676object::~object ()
933{ 677{
934 free_key_values (this); 678 free_key_values (this);
935} 679}
936 680
937void object::link () 681void object::link ()
938{ 682{
939 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
940 685
941 prev = 0; 686 prev = 0;
942 next = objects; 687 next = object::first;
943 688
944 if (objects) 689 if (object::first)
945 objects->prev = this; 690 object::first->prev = this;
946 691
947 objects = this; 692 object::first = this;
948} 693}
949 694
950void object::unlink () 695void object::unlink ()
951{ 696{
952 count = 0; 697 if (this == object::first)
698 object::first = next;
953 699
954 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
958 prev = 0; 704 prev = 0;
959 }
960
961 if (next)
962 {
963 next->prev = prev;
964 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
965 } 722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
966 726
967 if (this == objects) 727 if (active_next)
968 objects = next; 728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
969} 840}
970 841
971object *object::create () 842object *object::create ()
972{ 843{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 844 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 845 op->link ();
989 return op; 846 return op;
990} 847}
991 848
992/* 849void
993 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 851{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
1005 return; 862 return;
1006 863
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 864 set_speed (0);
1008 remove_ob (this);
1009 865
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 866 flag [FLAG_FREED] = 1;
1011 remove_friendly_object (this);
1012 867
1013 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
1014 895
1015 if (more) 896 if (more)
1016 { 897 {
1017 more->free (free_inventory); 898 more->destroy ();
1018 more = 0; 899 more = 0;
1019 } 900 }
1020 901
1021 if (inv) 902 // clear those pointers that likely might have circular references to us
1022 { 903 owner = 0;
1023 /* Only if the space blocks everything do we not process - 904 enemy = 0;
1024 * if some form of movement is allowed, let objects 905 attacked_by = 0;
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030 906
1031 while (op) 907 // only relevant for players(?), but make sure of it anyways
1032 { 908 contr = 0;
1033 object *tmp = op->below; 909}
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041 910
1042 while (op) 911void
1043 { 912object::destroy (bool destroy_inventory)
1044 object *tmp = op->below; 913{
914 if (destroyed ())
915 return;
1045 916
1046 remove_ob (op); 917 if (destroy_inventory)
918 destroy_inv (false);
1047 919
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 920 attachable::destroy ();
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 921}
1073 922
1074/* 923/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1077 */ 926 */
1078
1079void 927void
1080sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1081{ 929{
1082 while (op != NULL) 930 while (op != NULL)
1083 { 931 {
1084 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 934
1088 op->carrying -= weight; 935 op->carrying -= weight;
1089 op = op->env; 936 op = op->env;
1090 } 937 }
1091} 938}
1092 939
1093/* remove_ob(op): 940/* op->remove ():
1094 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 945 * the previous environment.
1099 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1100 */ 947 */
1101
1102void 948void
1103remove_ob (object *op) 949object::remove ()
1104{ 950{
951 object *tmp, *last = 0;
1105 object * 952 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 953
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 955 return;
1124 956
1125 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1126 959
1127 if (op->more != NULL) 960 if (more)
1128 remove_ob (op->more); 961 more->remove ();
1129 962
1130 /* 963 /*
1131 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1132 * inventory. 965 * inventory.
1133 */ 966 */
1134 if (op->env != NULL) 967 if (env)
1135 { 968 {
1136 if (op->nrof) 969 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1138 else 971 else
1139 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1140 973
1141 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 976 * to save cpu time.
1144 */ 977 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 979 otmp->update_stats ();
1147 980
1148 if (op->above != NULL) 981 if (above)
1149 op->above->below = op->below; 982 above->below = below;
1150 else 983 else
1151 op->env->inv = op->below; 984 env->inv = below;
1152 985
1153 if (op->below != NULL) 986 if (below)
1154 op->below->above = op->above; 987 below->above = above;
1155 988
1156 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1159 */ 992 */
1160 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1161 op->map = op->env->map; 994 map = env->map;
1162 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1163 op->env = NULL; 996 env = 0;
1164 } 997 }
1165 else if (op->map) 998 else if (map)
1166 { 999 {
1167 x = op->x; 1000 if (type == PLAYER)
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 } 1001 {
1181 1002 --map->players;
1182 if (op->map != m) 1003 map->touch ();
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */ 1004 }
1005
1006 map->dirty = true;
1189 1007
1190 /* link the object above us */ 1008 /* link the object above us */
1191 if (op->above) 1009 if (above)
1192 op->above->below = op->below; 1010 above->below = below;
1193 else 1011 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1195 1013
1196 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1197 if (op->below) 1015 if (below)
1198 op->below->above = op->above; 1016 below->above = above;
1199 else 1017 else
1200 { 1018 {
1201 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1021 * evident
1204 */ 1022 */
1205 if (GET_MAP_OB (m, x, y) != op) 1023 if (GET_MAP_OB (map, x, y) != this)
1206 { 1024 {
1207 dump_object (op); 1025 char *dump = dump_object (this);
1208 LOG (llevError, 1026 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1027 "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);
1028 free (dump);
1210 dump_object (GET_MAP_OB (m, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1211 LOG (llevError, "%s\n", errmsg); 1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1212 } 1032 }
1213 1033
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1215 } 1035 }
1216 1036
1217 op->above = 0; 1037 above = 0;
1218 op->below = 0; 1038 below = 0;
1219 1039
1220 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1221 return; 1041 return;
1222 1042
1223 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1044
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1227 { 1046 {
1228 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1229 * being removed. 1048 * being removed.
1230 */ 1049 */
1231 1050
1232 if (tmp->type == PLAYER && tmp != op) 1051 if (tmp->type == PLAYER && tmp != this)
1233 { 1052 {
1234 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1236 * appropriately. 1055 * appropriately.
1237 */ 1056 */
1238 if (tmp->container == op) 1057 if (tmp->container == this)
1239 { 1058 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1060 tmp->container = 0;
1242 } 1061 }
1243 1062
1244 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1245 } 1065 }
1246 1066
1247 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1071 {
1250 move_apply (tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1251 1073
1252 if (was_destroyed (op, tag)) 1074 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1076 }
1257 1077
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1260 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1261 tmp->above = NULL; 1081 tmp->above = 0;
1262 1082
1263 last = tmp; 1083 last = tmp;
1264 } 1084 }
1265 1085
1266 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1088 if (!last)
1268 { 1089 map->at (x, y).flags_ = 0;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1090 else
1278 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1279 1092
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1282 } 1095 }
1283} 1096}
1284 1097
1285/* 1098/*
1286 * merge_ob(op,top): 1099 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1102 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1105 */
1293
1294object * 1106object *
1295merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1296{ 1108{
1297 if (!op->nrof) 1109 if (!op->nrof)
1298 return 0; 1110 return 0;
1299 1111
1300 if (top == NULL) 1112 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1302 1115
1303 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1304 { 1117 {
1305 if (top == op) 1118 if (top == op)
1306 continue; 1119 continue;
1307 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1308 { 1122 {
1309 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1310 1124
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1127 op->destroy ();
1314 free_object (op);
1315 return top; 1128 return top;
1316 } 1129 }
1317 } 1130 }
1318 1131
1319 return NULL; 1132 return 0;
1320} 1133}
1321 1134
1322/* 1135/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1325 */ 1138 */
1326object * 1139object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1141{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1143 {
1336 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1337 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1338 } 1146 }
1339 1147
1358 * Return value: 1166 * Return value:
1359 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1169 * just 'op' otherwise
1362 */ 1170 */
1363
1364object * 1171object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1173{
1367 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1368 sint16 x, y; 1175 sint16 x, y;
1369 1176
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1371 { 1178 {
1372 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL; 1180 return NULL;
1374 } 1181 }
1375 1182
1376 if (m == NULL) 1183 if (!m)
1377 { 1184 {
1378 dump_object (op); 1185 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1380 return op; 1188 return op;
1381 } 1189 }
1382 1190
1383 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1384 { 1192 {
1385 dump_object (op); 1193 char *dump = dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1387#ifdef MANY_CORES 1195#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1198 * improperly inserted.
1391 */ 1199 */
1392 abort (); 1200 abort ();
1393#endif 1201#endif
1202 free (dump);
1394 return op; 1203 return op;
1395 } 1204 }
1396 1205
1397 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 { 1207 {
1399 dump_object (op); 1208 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1401 return op; 1211 return op;
1402 } 1212 }
1403 1213
1404 if (op->more != NULL) 1214 if (op->more)
1405 { 1215 {
1406 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1407 1217
1408 object *more = op->more; 1218 object *more = op->more;
1409 1219
1410 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1411 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1414 */ 1224 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map) 1227 else if (!more->map)
1418 { 1228 {
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 { 1236 {
1427 if (!op->head) 1237 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1239
1430 return NULL; 1240 return 0;
1431 } 1241 }
1432 } 1242 }
1433 1243
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1245
1442 y = op->y; 1252 y = op->y;
1443 1253
1444 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1445 */ 1255 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1449 { 1259 {
1450 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1261 tmp->destroy ();
1452 free_object (tmp);
1453 } 1262 }
1454 1263
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1266
1470 op->below = originator->below; 1279 op->below = originator->below;
1471 1280
1472 if (op->below) 1281 if (op->below)
1473 op->below->above = op; 1282 op->below->above = op;
1474 else 1283 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1476 1285
1477 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1478 originator->below = op; 1287 originator->below = op;
1479 } 1288 }
1480 else 1289 else
1481 { 1290 {
1482 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484 { 1293 {
1485 object *last = NULL; 1294 object *last = 0;
1486 1295
1487 /* 1296 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1494 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1498 */ 1307 */
1499
1500 while (top != NULL) 1308 while (top)
1501 { 1309 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1311 floor = top;
1504 1312
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1526 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1336 * stacking is a bit odd.
1529 */ 1337 */
1530 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 { 1340 {
1533 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1343 break;
1536 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559 1367
1560 if (op->above) 1368 if (op->above)
1561 op->above->below = op; 1369 op->above->below = op;
1562 1370
1563 op->below = NULL; 1371 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1565 } 1373 }
1566 else 1374 else
1567 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1568 op->above = top->above; 1376 op->above = top->above;
1569 1377
1572 1380
1573 op->below = top; 1381 op->below = top;
1574 top->above = op; 1382 top->above = op;
1575 } 1383 }
1576 1384
1577 if (op->above == NULL) 1385 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1580 1388
1581 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1582 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1583 1397
1584 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1585 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1586 */ 1400 */
1587 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1589 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1591 1405
1592 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1413 * of effect may be sufficient.
1600 */ 1414 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1603 1417
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1606 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1607 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1609 * 1425 *
1610 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1429 * update_object().
1615 1431
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1434 {
1619 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1620 return NULL; 1436 return 0;
1621 1437
1622 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1439 * walk on's.
1624 */ 1440 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1627 return NULL; 1443 return 0;
1628 } 1444 }
1629 1445
1630 return op; 1446 return op;
1631} 1447}
1632 1448
1633/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1636 */ 1452 */
1637void 1453void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1455{
1640 object * 1456 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1457
1645 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1646 1459
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1462 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1463
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1465
1658 tmp1->x = op->x; 1466 tmp1->x = op->x;
1659 tmp1->y = op->y; 1467 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1661} 1475}
1662 1476
1663/* 1477/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1482 * global static errmsg array.
1669 */ 1483 */
1670
1671object * 1484object *
1672get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1673{ 1486{
1674 object * 1487 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1489
1679 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1680 { 1491 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1493 return NULL;
1683 } 1494 }
1684 1495
1685 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1686 1497
1687 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1688 { 1499 orig_ob->destroy (1);
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed) 1500 else if (!is_removed)
1694 { 1501 {
1695 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1717 1524
1718object * 1525object *
1719decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1720{ 1527{
1721 object *tmp; 1528 object *tmp;
1722 player *pl;
1723 1529
1724 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1531 return op;
1726 1532
1727 if (i > op->nrof) 1533 if (i > op->nrof)
1728 i = op->nrof; 1534 i = op->nrof;
1729 1535
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1537 op->nrof -= i;
1732 else if (op->env != NULL) 1538 else if (op->env)
1733 { 1539 {
1734 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1735 * therein? 1541 * therein?
1736 */ 1542 */
1737 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1548 * and then searching the map for a player.
1743 */ 1549 */
1744 if (!tmp) 1550 if (!tmp)
1745 { 1551 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1748 break; 1555 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1556 }
1754 1557
1755 if (i < op->nrof) 1558 if (i < op->nrof)
1756 { 1559 {
1757 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1561 op->nrof -= i;
1759 if (tmp) 1562 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1762 }
1763 } 1564 }
1764 else 1565 else
1765 { 1566 {
1766 remove_ob (op); 1567 op->remove ();
1767 op->nrof = 0; 1568 op->nrof = 0;
1768 if (tmp) 1569 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1571 }
1773 } 1572 }
1774 else 1573 else
1775 { 1574 {
1776 object *above = op->above; 1575 object *above = op->above;
1777 1576
1778 if (i < op->nrof) 1577 if (i < op->nrof)
1779 op->nrof -= i; 1578 op->nrof -= i;
1780 else 1579 else
1781 { 1580 {
1782 remove_ob (op); 1581 op->remove ();
1783 op->nrof = 0; 1582 op->nrof = 0;
1784 } 1583 }
1785 1584
1786 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1789 { 1588 {
1790 if (op->nrof) 1589 if (op->nrof)
1791 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1792 else 1591 else
1796 1595
1797 if (op->nrof) 1596 if (op->nrof)
1798 return op; 1597 return op;
1799 else 1598 else
1800 { 1599 {
1801 free_object (op); 1600 op->destroy ();
1802 return NULL; 1601 return 0;
1803 } 1602 }
1804} 1603}
1805 1604
1806/* 1605/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1819 op->carrying += weight; 1618 op->carrying += weight;
1820 op = op->env; 1619 op = op->env;
1821 } 1620 }
1822} 1621}
1823 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1824/* 1643/*
1825 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1826 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1827 * inside the object environment. 1646 * inside the object environment.
1828 * 1647 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1836 */ 1650 */
1837 1651
1838object * 1652object *
1839insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1840{ 1654{
1841 object * 1655 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1656
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1658 op->remove ();
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864 1659
1865 if (op->more) 1660 if (op->more)
1866 { 1661 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1663 return op;
1870 1665
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1668 if (op->nrof)
1874 { 1669 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1877 { 1672 {
1878 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1674 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1883 */ 1678 */
1884 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1887 op = tmp; 1682 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1685 break;
1891 } 1686 }
1892 1687
1893 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1692 * the linking below
1898 */ 1693 */
1899 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1900 } 1695 }
1901 else 1696 else
1902 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1903 1698
1904 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1702 otmp->update_stats ();
1909 }
1910 1703
1911 op->map = NULL; 1704 op->map = 0;
1912 op->env = where; 1705 op->env = this;
1913 op->above = NULL; 1706 op->above = 0;
1914 op->below = NULL; 1707 op->below = 0;
1915 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1916 1709
1917 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1919 { 1712 {
1920#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1925 } 1718 }
1926 1719
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1721 * It sure simplifies this function...
1929 */ 1722 */
1930 if (where->inv == NULL) 1723 if (!inv)
1931 where->inv = op; 1724 inv = op;
1932 else 1725 else
1933 { 1726 {
1934 op->below = where->inv; 1727 op->below = inv;
1935 op->below->above = op; 1728 op->below->above = op;
1936 where->inv = op; 1729 inv = op;
1937 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1938 return op; 1734 return op;
1939} 1735}
1940 1736
1941/* 1737/*
1942 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1956 * 1752 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1958 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1755 * on top.
1960 */ 1756 */
1961
1962int 1757int
1963check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1964{ 1759{
1965 object * 1760 object *tmp;
1966 tmp; 1761 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1973 1763
1974 MoveType 1764 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1765
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1767 return 0;
1981
1982 tag = op->count;
1983 1768
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1772
2003 1788
2004 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
2006 */ 1791 */
2007 1792
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1794 {
2010 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1797 * we don't need to check all of them.
2013 */ 1798 */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1835 {
2051 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
2052 1837
2053 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
2054 return 1; 1839 return 1;
2055 1840
2056 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2068/* 1853/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2072 */ 1857 */
2073
2074object * 1858object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1860{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2081 { 1862 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1864 return NULL;
2084 } 1865 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1868 if (tmp->arch == at)
2087 return tmp; 1869 return tmp;
1870
2088 return NULL; 1871 return NULL;
2089} 1872}
2090 1873
2091/* 1874/*
2092 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2095 */ 1878 */
2096
2097object * 1879object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2099{ 1881{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2104 { 1883 {
2105 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1885 return NULL;
2107 } 1886 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1889 if (tmp->type == type)
2110 return tmp; 1890 return tmp;
1891
2111 return NULL; 1892 return NULL;
2112} 1893}
2113 1894
2114/* 1895/*
2115 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2118 */ 1899 */
2119
2120object * 1900object *
2121present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2122{ 1902{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1904 if (tmp->type == type)
2128 return tmp; 1905 return tmp;
1906
2129 return NULL; 1907 return NULL;
2130} 1908}
2131 1909
2132/* 1910/*
2133 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1922 * to be unique.
2145 */ 1923 */
2146
2147object * 1924object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1926{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1929 return tmp;
2157 } 1930
2158 return NULL; 1931 return 0;
2159} 1932}
2160 1933
2161/* 1934/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2165 */ 1938 */
2166
2167object * 1939object *
2168present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2169{ 1941{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1943 if (tmp->arch == at)
2175 return tmp; 1944 return tmp;
1945
2176 return NULL; 1946 return NULL;
2177} 1947}
2178 1948
2179/* 1949/*
2180 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2181 */ 1951 */
2182void 1952void
2183flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2184{ 1954{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1955 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1957 {
2191 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2193 } 1960 }
2194} /* 1961}
1962
1963/*
2195 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2196 */ 1965 */
2197void 1966void
2198unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2199{ 1968{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1969 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1971 {
2206 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2208 } 1974 }
2209} 1975}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2216 */ 1982 */
2217
2218void 1983void
2219set_cheat (object *op) 1984set_cheat (object *op)
2220{ 1985{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2009 * customized, changed states, etc.
2245 */ 2010 */
2246
2247int 2011int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 2013{
2250 int
2251 i,
2252 index = 0, flag; 2014 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2255 2016
2256 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2257 { 2018 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 2020 if (!flag)
2260 altern[index++] = i; 2021 altern [index++] = i;
2261 2022
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2269 */ 2030 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 2032 stop = maxfree[i];
2272 } 2033 }
2034
2273 if (!index) 2035 if (!index)
2274 return -1; 2036 return -1;
2037
2275 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2276} 2039}
2277 2040
2278/* 2041/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2046 */
2284
2285int 2047int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2049{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2052 return i;
2295 } 2053
2296 return -1; 2054 return -1;
2297} 2055}
2298 2056
2299/* 2057/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2061 */
2303static void 2062static void
2304permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2305{ 2064{
2306 int 2065 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2066 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2067
2317 tmp = arr[i]; 2068 while (--end)
2318 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2070}
2322 2071
2323/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2078 */
2330void 2079void
2331get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2332{ 2081{
2333 int 2082 int i;
2334 i;
2335 2083
2336 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2085 search_arr[i] = i;
2339 }
2340 2086
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2090}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2102 * there is capable of.
2357 */ 2103 */
2358
2359int 2104int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2106{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2365 2108
2366 sint16 nx, ny; 2109 sint16 nx, ny;
2367 object * 2110 object *tmp;
2368 tmp; 2111 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2112
2372 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2373 2114
2374 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2375 { 2116 {
2387 mp = m; 2128 mp = m;
2388 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2390 2131
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2392 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2135 max = maxfree[i];
2395 }
2396 else 2136 else
2397 { 2137 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2399 2141
2400 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2143 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2405 { 2145 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2149 break;
2411 } 2150
2412 }
2413 if (tmp) 2151 if (tmp)
2414 {
2415 return freedir[i]; 2152 return freedir[i];
2416 }
2417 } 2153 }
2418 } 2154 }
2419 } 2155 }
2156
2420 return 0; 2157 return 0;
2421} 2158}
2422 2159
2423/* 2160/*
2424 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2162 * distance between the two given objects.
2426 */ 2163 */
2427
2428int 2164int
2429distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2430{ 2166{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2168}
2437 2169
2438/* 2170/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2442 */ 2174 */
2443
2444int 2175int
2445find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2446{ 2177{
2447 int 2178 int q;
2448 q;
2449 2179
2450 if (y) 2180 if (y)
2451 q = x * 100 / y; 2181 q = x * 100 / y;
2452 else if (x) 2182 else if (x)
2453 q = -300 * x; 2183 q = -300 * x;
2488int 2218int
2489absdir (int d) 2219absdir (int d)
2490{ 2220{
2491 while (d < 1) 2221 while (d < 1)
2492 d += 8; 2222 d += 8;
2223
2493 while (d > 8) 2224 while (d > 8)
2494 d -= 8; 2225 d -= 8;
2226
2495 return d; 2227 return d;
2496} 2228}
2497 2229
2498/* 2230/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2501 */ 2233 */
2502 2234
2503int 2235int
2504dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2505{ 2237{
2506 int 2238 int d;
2507 d;
2508 2239
2509 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2510 if (d > 4) 2241 if (d > 4)
2511 d = 8 - d; 2242 d = 8 - d;
2243
2512 return d; 2244 return d;
2513} 2245}
2514 2246
2515/* peterm: 2247/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2254 * functions.
2523 */ 2255 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2311 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2583 */ 2313 */
2584
2585
2586int 2314int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2316{
2589 sint16 dx, dy; 2317 sint16 dx, dy;
2590 int
2591 mflags; 2318 int mflags;
2592 2319
2593 if (dir < 0) 2320 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2595 2322
2596 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2609 return 0; 2336 return 0;
2610 2337
2611 /* yes, can see. */ 2338 /* yes, can see. */
2612 if (dir < 9) 2339 if (dir < 9)
2613 return 1; 2340 return 1;
2341
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2345}
2617
2618
2619 2346
2620/* 2347/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2364}
2638 2365
2639
2640/* 2366/*
2641 * create clone from object to another 2367 * create clone from object to another
2642 */ 2368 */
2643object * 2369object *
2644object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2645{ 2371{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2373
2649 if (!asrc) 2374 if (!asrc)
2650 return NULL; 2375 return 0;
2376
2651 src = asrc; 2377 src = asrc;
2652 if (src->head) 2378 if (src->head)
2653 src = src->head; 2379 src = src->head;
2654 2380
2655 prev = NULL; 2381 prev = 0;
2656 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2657 { 2383 {
2658 tmp = get_object (); 2384 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2385 tmp->x -= src->x;
2661 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2662 if (!part->head) 2388 if (!part->head)
2663 { 2389 {
2664 dst = tmp; 2390 dst = tmp;
2665 tmp->head = NULL; 2391 tmp->head = 0;
2666 } 2392 }
2667 else 2393 else
2668 {
2669 tmp->head = dst; 2394 tmp->head = dst;
2670 } 2395
2671 tmp->more = NULL; 2396 tmp->more = 0;
2397
2672 if (prev) 2398 if (prev)
2673 prev->more = tmp; 2399 prev->more = tmp;
2400
2674 prev = tmp; 2401 prev = tmp;
2675 } 2402 }
2676 2403
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2406
2683 return dst; 2407 return dst;
2684} 2408}
2685 2409
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2706
2707object * 2416object *
2708load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2709{ 2418{
2710 object * 2419 object *op;
2711 op;
2712 char
2713 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2714 2421
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716 2423
2717 FILE *
2718 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2719 2425
2720 if (tempfile == NULL) 2426 if (tempfile == NULL)
2721 { 2427 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL; 2429 return NULL;
2724 }; 2430 }
2431
2725 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2726 fclose (tempfile); 2433 fclose (tempfile);
2727 2434
2728 op = get_object (); 2435 op = object::create ();
2729 2436
2730 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2731 2438
2732 if (thawer) 2439 if (thawer)
2733 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2743 * returns NULL if no match. 2450 * returns NULL if no match.
2744 */ 2451 */
2745object * 2452object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2454{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2457 return tmp;
2754 2458
2755 return NULL; 2459 return 0;
2756} 2460}
2757 2461
2758/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2463 * otherwise return NULL.
2760 * 2464 *
2762 * do the desired thing. 2466 * do the desired thing.
2763 */ 2467 */
2764key_value * 2468key_value *
2765get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2766{ 2470{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2472 if (link->key == key)
2773 {
2774 return link; 2473 return link;
2775 }
2776 }
2777 2474
2778 return NULL; 2475 return 0;
2779} 2476}
2780 2477
2781/* 2478/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2480 *
2786 * The returned string is shared. 2483 * The returned string is shared.
2787 */ 2484 */
2788const char * 2485const char *
2789get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2790{ 2487{
2791 key_value * 2488 key_value *link;
2792 link; 2489 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2490
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2491 if (!canonical_key)
2799 { 2492 {
2800 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2497 */
2805 return NULL; 2498 return 0;
2806 } 2499 }
2807 2500
2808 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2810 */ 2503 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2814 {
2815 return link->value; 2506 return link->value;
2816 } 2507
2817 }
2818 return NULL; 2508 return 0;
2819} 2509}
2820 2510
2821 2511
2822/* 2512/*
2823 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2830 * Returns TRUE on success. 2520 * Returns TRUE on success.
2831 */ 2521 */
2832int 2522int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2524{
2835 key_value *
2836 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2837 2526
2838 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2528 {
2840 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2841 { 2530 {
2869 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2870 2559
2871 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2872 2561
2873 if (!add_key) 2562 if (!add_key)
2874 {
2875 return FALSE; 2563 return FALSE;
2876 } 2564
2877 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2881 * should pass in "" 2569 * should pass in ""
2908{ 2596{
2909 shstr key_ (key); 2597 shstr key_ (key);
2910 2598
2911 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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