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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 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 */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
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, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 47};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51int freedir[SIZEOFFREE] = { 54int 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, 55 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 56 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}; 57};
55 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 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 228 || 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) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 334 }
335
260 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
262 if (op->carrying != sum) 339 if (op->carrying != sum)
263 op->carrying = sum; 340 op->carrying = sum;
341
264 return sum; 342 return sum;
265} 343}
266 344
267/** 345/**
268 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
275 op = op->env; 353 op = op->env;
276 return op; 354 return op;
277} 355}
278 356
279/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 359 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
298 */ 361 */
299 362
300void 363char *
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) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 save_object (freezer, op, 1);
368{ 371 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} 372}
377 373
378/* 374/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 return ((unsigned int)i) < objects.size ()
406 401 ? objects [i]
407 for (op = objects; op != NULL; op = op->next) 402 : 0;
408 if (op->count == i)
409 break;
410 return op;
411} 403}
412 404
413/* 405/*
414 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
417 */ 409 */
418
419object * 410object *
420find_object_name (const char *str) 411find_object_name (const char *str)
421{ 412{
422 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
423 object *op; 414 object *op;
424 415
425 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
426 if (&op->name == name) 417 if (op->name == str_)
427 break; 418 break;
428 419
429 return op; 420 return op;
430} 421}
431 422
434{ 425{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436} 427}
437 428
438/* 429/*
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 430 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 431 * skill and experience objects.
479 */ 432 */
480void 433void
481set_owner (object *op, object *owner) 434object::set_owner (object *owner)
482{ 435{
483 if (owner == NULL || op == NULL) 436 if (!owner)
484 return; 437 return;
485 438
486 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* 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 441 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts 443 * 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. 444 * didn't match, this check is valid and I believe that cause is valid.
492 */ 445 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 446 while (owner->owner)
494 owner = owner->owner; 447 owner = owner->owner;
495 448
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; 449 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} 450}
536 451
537/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 453 * refcounts and freeing the links.
539 */ 454 */
549 } 464 }
550 465
551 op->key_values = 0; 466 op->key_values = 0;
552} 467}
553 468
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/* 469/*
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, 470 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
625 * will point at garbage. 475 * will point at garbage.
626 */ 476 */
627
628void 477void
629copy_object (object *op2, object *op) 478object::copy_to (object *dst)
630{ 479{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
633 482
634 op2->clone (op); 483 *(object_copy *)dst = *this;
635 484
636 if (is_freed) 485 if (is_freed)
637 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
638 if (is_removed) 488 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
640 490
641 if (op2->speed < 0) 491 if (speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
643 493
644 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
645 if (op2->key_values) 495 if (key_values)
646 { 496 {
647 key_value *tail = 0; 497 key_value *tail = 0;
648 key_value *i; 498 key_value *i;
649 499
650 op->key_values = 0; 500 dst->key_values = 0;
651 501
652 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
653 { 503 {
654 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
655 505
656 new_link->next = 0; 506 new_link->next = 0;
657 new_link->key = i->key; 507 new_link->key = i->key;
658 new_link->value = i->value; 508 new_link->value = i->value;
659 509
660 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
661 if (!op->key_values) 511 if (!dst->key_values)
662 { 512 {
663 op->key_values = new_link; 513 dst->key_values = new_link;
664 tail = new_link; 514 tail = new_link;
665 } 515 }
666 else 516 else
667 { 517 {
668 tail->next = new_link; 518 tail->next = new_link;
669 tail = new_link; 519 tail = new_link;
670 } 520 }
671 } 521 }
672 } 522 }
673 523
674 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
675} 533}
676 534
677/* 535/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
681 */ 539 */
682
683void 540void
684update_turn_face (object *op) 541update_turn_face (object *op)
685{ 542{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 544 return;
545
688 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
690} 548}
691 549
692/* 550/*
693 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
696 */ 554 */
697
698void 555void
699update_ob_speed (object *op) 556object::set_speed (float speed)
700{ 557{
701 extern int arch_init; 558 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 { 559 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 561 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 562 }
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;
725 563
726 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
727 * of the list. */ 565
728 op->active_next = active_objects; 566 if (has_active_speed ())
729 if (op->active_next != NULL) 567 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 568 else
734 { 569 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} 570}
755 571
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/* 572/*
788 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 576 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
795 * 580 *
796 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
802 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
807 */ 588 */
808
809void 589void
810update_object (object *op, int action) 590update_object (object *op, int action)
811{ 591{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
814 593
815 if (op == NULL) 594 if (op == NULL)
816 { 595 {
817 /* this should never happen */ 596 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 598 return;
820 } 599 }
821 600
822 if (op->env != NULL) 601 if (op->env)
823 { 602 {
824 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
825 * to do in this case. 604 * to do in this case.
826 */ 605 */
827 return; 606 return;
832 */ 611 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 613 return;
835 614
836 /* make sure the object is within map boundaries */ 615 /* 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)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 617 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 619#ifdef MANY_CORES
841 abort (); 620 abort ();
842#endif 621#endif
843 return; 622 return;
844 } 623 }
845 624
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 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);
852 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
853 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
854 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (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) 638 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 642 * to have move_allow right now.
878 */ 643 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 646 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 647 }
885 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 650 * that is being removed.
888 */ 651 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 653 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
893 else 656 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 658
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) 659 if (op->more)
903 update_object (op->more, action); 660 update_object (op->more, action);
904} 661}
905 662
906static unordered_vector < object *>mortals; 663object *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}
922 664
923object::object () 665object::object ()
924{ 666{
925 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
926 668
927 expmul = 1.0; 669 expmul = 1.0;
928 face = blank_face; 670 face = blank_face;
929 attacked_by_count = -1;
930} 671}
931 672
932object::~object () 673object::~object ()
933{ 674{
934 free_key_values (this); 675 free_key_values (this);
935} 676}
936 677
937void object::link () 678void object::link ()
938{ 679{
939 count = ++ob_count; 680 uuid = gen_uuid ();
940 681
941 prev = 0; 682 objects.insert (this);
942 next = objects;
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948} 683}
949 684
950void object::unlink () 685void object::unlink ()
951{ 686{
952 count = 0; 687 objects.erase (this);
688}
953 689
954 /* Remove this object from the list of used objects */ 690void
955 if (prev) 691object::activate ()
956 { 692{
957 prev->next = next; 693 /* If already on active list, don't do anything */
958 prev = 0; 694 if (active)
695 return;
696
697 if (has_active_speed ())
698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
959 } 741 {
960 742 op->flag [flag] = value;
961 if (next) 743 op->set_flag_inv (flag, value);
962 { 744 }
963 next->prev = prev; 745}
964 next = 0; 746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
965 } 770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
966 782
967 if (this == objects) 783 if (op->flag [FLAG_STARTEQUIP]
968 objects = next; 784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
969} 793}
970 794
971object *object::create () 795object *object::create ()
972{ 796{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 797 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 (); 798 op->link ();
989 return op; 799 return op;
990} 800}
991 801
992/* 802void
993 * free_object() frees everything allocated by an object, removes 803object::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{ 804{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
1005 return; 815 return;
1006 816
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 817 set_speed (0);
1008 remove_ob (this);
1009 818
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 819 flag [FLAG_FREED] = 1;
1011 remove_friendly_object (this);
1012 820
1013 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
1014 848
1015 if (more) 849 if (more)
1016 { 850 {
1017 more->free (free_inventory); 851 more->destroy ();
1018 more = 0; 852 more = 0;
1019 } 853 }
1020 854
1021 if (inv) 855 // clear those pointers that likely might have circular references to us
1022 { 856 owner = 0;
1023 /* Only if the space blocks everything do we not process - 857 enemy = 0;
1024 * if some form of movement is allowed, let objects 858 attacked_by = 0;
1025 * drop on that space. 859}
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 860
1031 while (op) 861void
1032 { 862object::destroy (bool destroy_inventory)
1033 object *tmp = op->below; 863{
1034 op->free (free_inventory); 864 if (destroyed ())
1035 op = tmp; 865 return;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041 866
1042 while (op) 867 if (destroy_inventory)
1043 { 868 destroy_inv (false);
1044 object *tmp = op->below;
1045 869
1046 remove_ob (op); 870 attachable::destroy ();
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
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} 871}
1073 872
1074/* 873/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1077 */ 876 */
1078
1079void 877void
1080sub_weight (object *op, signed long weight) 878sub_weight (object *op, signed long weight)
1081{ 879{
1082 while (op != NULL) 880 while (op != NULL)
1083 { 881 {
1084 if (op->type == CONTAINER) 882 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 884
1088 op->carrying -= weight; 885 op->carrying -= weight;
1089 op = op->env; 886 op = op->env;
1090 } 887 }
1091} 888}
1092 889
1093/* remove_ob(op): 890/* op->remove ():
1094 * This function removes the object op from the linked list of objects 891 * 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 892 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 895 * the previous environment.
1099 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1100 */ 897 */
1101
1102void 898void
1103remove_ob (object *op) 899object::remove ()
1104{ 900{
901 object *tmp, *last = 0;
1105 object * 902 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 903
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)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 905 return;
1124 906
1125 SET_FLAG (op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1126 909
1127 if (op->more != NULL) 910 if (more)
1128 remove_ob (op->more); 911 more->remove ();
1129 912
1130 /* 913 /*
1131 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1132 * inventory. 915 * inventory.
1133 */ 916 */
1134 if (op->env != NULL) 917 if (env)
1135 { 918 {
1136 if (op->nrof) 919 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 920 sub_weight (env, weight * nrof);
1138 else 921 else
1139 sub_weight (op->env, op->weight + op->carrying); 922 sub_weight (env, weight + carrying);
1140 923
1141 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 926 * to save cpu time.
1144 */ 927 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 929 otmp->update_stats ();
1147 930
1148 if (op->above != NULL) 931 if (above)
1149 op->above->below = op->below; 932 above->below = below;
1150 else 933 else
1151 op->env->inv = op->below; 934 env->inv = below;
1152 935
1153 if (op->below != NULL) 936 if (below)
1154 op->below->above = op->above; 937 below->above = above;
1155 938
1156 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1159 */ 942 */
1160 op->x = op->env->x, op->y = op->env->y; 943 x = env->x, y = env->y;
1161 op->map = op->env->map; 944 map = env->map;
1162 op->above = NULL, op->below = NULL; 945 above = 0, below = 0;
1163 op->env = NULL; 946 env = 0;
1164 } 947 }
1165 else if (op->map) 948 else if (map)
1166 { 949 {
1167 x = op->x; 950 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 } 951 {
1181 952 --map->players;
1182 if (op->map != m) 953 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 */ 954 }
955
956 map->dirty = true;
1189 957
1190 /* link the object above us */ 958 /* link the object above us */
1191 if (op->above) 959 if (above)
1192 op->above->below = op->below; 960 above->below = below;
1193 else 961 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1195 963
1196 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1197 if (op->below) 965 if (below)
1198 op->below->above = op->above; 966 below->above = above;
1199 else 967 else
1200 { 968 {
1201 /* Nothing below, which means we need to relink map object for this space 969 /* 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 970 * use translated coordinates in case some oddness with map tiling is
1203 * evident 971 * evident
1204 */ 972 */
1205 if (GET_MAP_OB (m, x, y) != op) 973 if (GET_MAP_OB (map, x, y) != this)
1206 { 974 {
1207 dump_object (op); 975 char *dump = dump_object (this);
1208 LOG (llevError, 976 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); 977 "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);
978 free (dump);
1210 dump_object (GET_MAP_OB (m, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1211 LOG (llevError, "%s\n", errmsg); 980 LOG (llevError, "%s\n", dump);
981 free (dump);
1212 } 982 }
1213 983
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1215 } 985 }
1216 986
1217 op->above = 0; 987 above = 0;
1218 op->below = 0; 988 below = 0;
1219 989
1220 if (op->map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1221 return; 991 return;
1222 992
1223 tag = op->count; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 994
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1227 { 996 {
1228 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1229 * being removed. 998 * being removed.
1230 */ 999 */
1231 1000
1232 if (tmp->type == PLAYER && tmp != op) 1001 if (tmp->type == PLAYER && tmp != this)
1233 { 1002 {
1234 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1236 * appropriately. 1005 * appropriately.
1237 */ 1006 */
1238 if (tmp->container == op) 1007 if (tmp->container == this)
1239 { 1008 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1010 tmp->container = 0;
1242 } 1011 }
1243 1012
1244 tmp->contr->socket.update_look = 1; 1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1245 } 1015 }
1246 1016
1247 /* See if player moving off should effect something */ 1017 /* 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)) 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1021 {
1250 move_apply (tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1251 1023
1252 if (was_destroyed (op, tag)) 1024 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1026 }
1257 1027
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1260 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1261 tmp->above = NULL; 1031 tmp->above = 0;
1262 1032
1263 last = tmp; 1033 last = tmp;
1264 } 1034 }
1265 1035
1266 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1038 if (!last)
1268 { 1039 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 1040 else
1278 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1279 1042
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1282 } 1045 }
1283} 1046}
1284 1047
1285/* 1048/*
1286 * merge_ob(op,top): 1049 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1051 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1052 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1053 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1054 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1055 */
1293
1294object * 1056object *
1295merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1296{ 1058{
1297 if (!op->nrof) 1059 if (!op->nrof)
1298 return 0; 1060 return 0;
1299 1061
1300 if (top == NULL) 1062 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1302 1065
1303 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1304 { 1067 {
1305 if (top == op) 1068 if (top == op)
1306 continue; 1069 continue;
1307 if (CAN_MERGE (op, top)) 1070
1071 if (object::can_merge (op, top))
1308 { 1072 {
1309 top->nrof += op->nrof; 1073 top->nrof += op->nrof;
1310 1074
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1077 op->destroy ();
1314 free_object (op);
1315 return top; 1078 return top;
1316 } 1079 }
1317 } 1080 }
1318 1081
1319 return NULL; 1082 return 0;
1320} 1083}
1321 1084
1322/* 1085/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1325 */ 1088 */
1326object * 1089object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1091{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1093 {
1336 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1337 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1338 } 1096 }
1339 1097
1358 * Return value: 1116 * Return value:
1359 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1119 * just 'op' otherwise
1362 */ 1120 */
1363
1364object * 1121object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1123{
1367 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1368 sint16 x, y; 1125 sint16 x, y;
1369 1126
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1371 { 1128 {
1372 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL; 1130 return NULL;
1374 } 1131 }
1375 1132
1376 if (m == NULL) 1133 if (!m)
1377 { 1134 {
1378 dump_object (op); 1135 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1380 return op; 1138 return op;
1381 } 1139 }
1382 1140
1383 if (out_of_map (m, op->x, op->y)) 1141 if (out_of_map (m, op->x, op->y))
1384 { 1142 {
1385 dump_object (op); 1143 char *dump = dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1387#ifdef MANY_CORES 1145#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1146 /* 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 1147 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1148 * improperly inserted.
1391 */ 1149 */
1392 abort (); 1150 abort ();
1393#endif 1151#endif
1152 free (dump);
1394 return op; 1153 return op;
1395 } 1154 }
1396 1155
1397 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 { 1157 {
1399 dump_object (op); 1158 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1401 return op; 1161 return op;
1402 } 1162 }
1403 1163
1404 if (op->more != NULL) 1164 if (op->more)
1405 { 1165 {
1406 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1407 1167
1408 object *more = op->more; 1168 object *more = op->more;
1409 1169
1410 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1411 * we set the map, that doesn't work if the location is within 1171 * 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 1172 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1414 */ 1174 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map) 1177 else if (!more->map)
1418 { 1178 {
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 { 1186 {
1427 if (!op->head) 1187 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1189
1430 return NULL; 1190 return 0;
1431 } 1191 }
1432 } 1192 }
1433 1193
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1195
1442 y = op->y; 1202 y = op->y;
1443 1203
1444 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1445 */ 1205 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1208 if (object::can_merge (op, tmp))
1449 { 1209 {
1450 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1211 tmp->destroy ();
1452 free_object (tmp);
1453 } 1212 }
1454 1213
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1216
1470 op->below = originator->below; 1229 op->below = originator->below;
1471 1230
1472 if (op->below) 1231 if (op->below)
1473 op->below->above = op; 1232 op->below->above = op;
1474 else 1233 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1234 op->ms ().bot = op;
1476 1235
1477 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1478 originator->below = op; 1237 originator->below = op;
1479 } 1238 }
1480 else 1239 else
1481 { 1240 {
1482 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484 { 1243 {
1485 object *last = NULL; 1244 object *last = 0;
1486 1245
1487 /* 1246 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1249 * 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 1253 * 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 1254 * 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 1255 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1498 */ 1257 */
1499
1500 while (top != NULL) 1258 while (top)
1501 { 1259 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1261 floor = top;
1504 1262
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 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 1284 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1286 * stacking is a bit odd.
1529 */ 1287 */
1530 if (!(flag & INS_ON_TOP) && 1288 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)) 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 { 1290 {
1533 for (last = top; last != floor; last = last->below) 1291 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1293 break;
1536 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559 1317
1560 if (op->above) 1318 if (op->above)
1561 op->above->below = op; 1319 op->above->below = op;
1562 1320
1563 op->below = NULL; 1321 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1565 } 1323 }
1566 else 1324 else
1567 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1568 op->above = top->above; 1326 op->above = top->above;
1569 1327
1572 1330
1573 op->below = top; 1331 op->below = top;
1574 top->above = op; 1332 top->above = op;
1575 } 1333 }
1576 1334
1577 if (op->above == NULL) 1335 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1336 op->ms ().top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1580 1338
1581 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1582 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1583 1347
1584 /* If we have a floor, we know the player, if any, will be above 1348 /* 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. 1349 * it, so save a few ticks and start from there.
1586 */ 1350 */
1587 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1352 if (object *pl = op->ms ().player ())
1589 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1354 pl->contr->ns->floorbox_update ();
1591 1355
1592 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1357 * 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 1358 * 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 1359 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1363 * of effect may be sufficient.
1600 */ 1364 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1603 1367
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1606 1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1607 /* Don't know if moving this to the end will break anything. However, 1373 /* 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. 1374 * we want to have floorbox_update called before calling this.
1609 * 1375 *
1610 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1379 * update_object().
1615 1381
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* 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) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1384 {
1619 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1620 return NULL; 1386 return 0;
1621 1387
1622 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1389 * walk on's.
1624 */ 1390 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1627 return NULL; 1393 return 0;
1628 } 1394 }
1629 1395
1630 return op; 1396 return op;
1631} 1397}
1632 1398
1633/* this function inserts an object in the map, but if it 1399/* 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. 1400 * 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. 1401 * op is the object to insert it under: supplies x and the map.
1636 */ 1402 */
1637void 1403void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1405{
1640 object * 1406 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1407
1645 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1646 1409
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1412 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1413
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1415
1658 tmp1->x = op->x; 1416 tmp1->x = op->x;
1659 tmp1->y = op->y; 1417 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1661} 1425}
1662 1426
1663/* 1427/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * 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 1429 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1432 * global static errmsg array.
1669 */ 1433 */
1670
1671object * 1434object *
1672get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1673{ 1436{
1674 object * 1437 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1439
1679 if (orig_ob->nrof < nr) 1440 if (orig_ob->nrof < nr)
1680 { 1441 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1443 return NULL;
1683 } 1444 }
1684 1445
1685 newob = object_create_clone (orig_ob); 1446 newob = object_create_clone (orig_ob);
1686 1447
1687 if ((orig_ob->nrof -= nr) < 1) 1448 if ((orig_ob->nrof -= nr) < 1)
1688 { 1449 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) 1450 else if (!is_removed)
1694 { 1451 {
1695 if (orig_ob->env != NULL) 1452 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1717 1474
1718object * 1475object *
1719decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1720{ 1477{
1721 object *tmp; 1478 object *tmp;
1722 player *pl;
1723 1479
1724 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1481 return op;
1726 1482
1727 if (i > op->nrof) 1483 if (i > op->nrof)
1728 i = op->nrof; 1484 i = op->nrof;
1729 1485
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1487 op->nrof -= i;
1732 else if (op->env != NULL) 1488 else if (op->env)
1733 { 1489 {
1734 /* is this object in the players inventory, or sub container 1490 /* is this object in the players inventory, or sub container
1735 * therein? 1491 * therein?
1736 */ 1492 */
1737 tmp = is_player_inv (op->env); 1493 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1494 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1495 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1498 * and then searching the map for a player.
1743 */ 1499 */
1744 if (!tmp) 1500 if (!tmp)
1745 { 1501 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1748 break; 1505 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1506 }
1754 1507
1755 if (i < op->nrof) 1508 if (i < op->nrof)
1756 { 1509 {
1757 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1511 op->nrof -= i;
1759 if (tmp) 1512 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1513 esrv_send_item (tmp, op);
1762 }
1763 } 1514 }
1764 else 1515 else
1765 { 1516 {
1766 remove_ob (op); 1517 op->remove ();
1767 op->nrof = 0; 1518 op->nrof = 0;
1768 if (tmp) 1519 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1520 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1521 }
1773 } 1522 }
1774 else 1523 else
1775 { 1524 {
1776 object *above = op->above; 1525 object *above = op->above;
1777 1526
1778 if (i < op->nrof) 1527 if (i < op->nrof)
1779 op->nrof -= i; 1528 op->nrof -= i;
1780 else 1529 else
1781 { 1530 {
1782 remove_ob (op); 1531 op->remove ();
1783 op->nrof = 0; 1532 op->nrof = 0;
1784 } 1533 }
1785 1534
1786 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1537 if (tmp->type == PLAYER)
1789 { 1538 {
1790 if (op->nrof) 1539 if (op->nrof)
1791 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1792 else 1541 else
1796 1545
1797 if (op->nrof) 1546 if (op->nrof)
1798 return op; 1547 return op;
1799 else 1548 else
1800 { 1549 {
1801 free_object (op); 1550 op->destroy ();
1802 return NULL; 1551 return 0;
1803 } 1552 }
1804} 1553}
1805 1554
1806/* 1555/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1819 op->carrying += weight; 1568 op->carrying += weight;
1820 op = op->env; 1569 op = op->env;
1821 } 1570 }
1822} 1571}
1823 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1824/* 1593/*
1825 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1826 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1827 * inside the object environment. 1596 * inside the object environment.
1828 * 1597 *
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 1598 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1836 */ 1600 */
1837 1601
1838object * 1602object *
1839insert_ob_in_ob (object *op, object *where) 1603object::insert (object *op)
1840{ 1604{
1841 object * 1605 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1606
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1608 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 1609
1865 if (op->more) 1610 if (op->more)
1866 { 1611 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1613 return op;
1870 1615
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1618 if (op->nrof)
1874 { 1619 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1621 if (object::can_merge (tmp, op))
1877 { 1622 {
1878 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1624 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1883 */ 1628 */
1884 add_weight (where, op->weight * op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1887 op = tmp; 1632 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1635 break;
1891 } 1636 }
1892 1637
1893 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1640 * (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 1641 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1642 * the linking below
1898 */ 1643 */
1899 add_weight (where, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1900 } 1645 }
1901 else 1646 else
1902 add_weight (where, (op->weight + op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1903 1648
1904 otmp = is_player_inv (where); 1649 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1650 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1652 otmp->update_stats ();
1909 }
1910 1653
1911 op->map = NULL; 1654 op->map = 0;
1912 op->env = where; 1655 op->env = this;
1913 op->above = NULL; 1656 op->above = 0;
1914 op->below = NULL; 1657 op->below = 0;
1915 op->x = 0, op->y = 0; 1658 op->x = 0, op->y = 0;
1916 1659
1917 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1661 if ((op->glow_radius != 0) && map)
1919 { 1662 {
1920#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1666 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1667 update_all_los (map, x, y);
1925 } 1668 }
1926 1669
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1671 * It sure simplifies this function...
1929 */ 1672 */
1930 if (where->inv == NULL) 1673 if (!inv)
1931 where->inv = op; 1674 inv = op;
1932 else 1675 else
1933 { 1676 {
1934 op->below = where->inv; 1677 op->below = inv;
1935 op->below->above = op; 1678 op->below->above = op;
1936 where->inv = op; 1679 inv = op;
1937 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1938 return op; 1684 return op;
1939} 1685}
1940 1686
1941/* 1687/*
1942 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1956 * 1702 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * 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 1704 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1705 * on top.
1960 */ 1706 */
1961
1962int 1707int
1963check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1964{ 1709{
1965 object * 1710 object *tmp;
1966 tmp; 1711 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1712 int x = op->x, y = op->y;
1973 1713
1974 MoveType 1714 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1715
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1717 return 0;
1981
1982 tag = op->count;
1983 1718
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1719 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); 1720 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); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1722
2003 1738
2004 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
2006 */ 1741 */
2007 1742
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1744 {
2010 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1747 * we don't need to check all of them.
2013 */ 1748 */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 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)) 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1785 {
2051 move_apply (tmp, op, originator); 1786 move_apply (tmp, op, originator);
2052 1787
2053 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
2054 return 1; 1789 return 1;
2055 1790
2056 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
2068/* 1803/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2072 */ 1807 */
2073
2074object * 1808object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1810{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
2081 { 1812 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1814 return NULL;
2084 } 1815 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1818 if (tmp->arch == at)
2087 return tmp; 1819 return tmp;
1820
2088 return NULL; 1821 return NULL;
2089} 1822}
2090 1823
2091/* 1824/*
2092 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2095 */ 1828 */
2096
2097object * 1829object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
2099{ 1831{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
2104 { 1833 {
2105 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1835 return NULL;
2107 } 1836 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1839 if (tmp->type == type)
2110 return tmp; 1840 return tmp;
1841
2111 return NULL; 1842 return NULL;
2112} 1843}
2113 1844
2114/* 1845/*
2115 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2118 */ 1849 */
2119
2120object * 1850object *
2121present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
2122{ 1852{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1854 if (tmp->type == type)
2128 return tmp; 1855 return tmp;
1856
2129 return NULL; 1857 return NULL;
2130} 1858}
2131 1859
2132/* 1860/*
2133 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1869 * 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 1870 * 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 1871 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1872 * to be unique.
2145 */ 1873 */
2146
2147object * 1874object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1876{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1879 return tmp;
2157 } 1880
2158 return NULL; 1881 return 0;
2159} 1882}
2160 1883
2161/* 1884/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2165 */ 1888 */
2166
2167object * 1889object *
2168present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
2169{ 1891{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1893 if (tmp->arch == at)
2175 return tmp; 1894 return tmp;
1895
2176 return NULL; 1896 return NULL;
2177} 1897}
2178 1898
2179/* 1899/*
2180 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2181 */ 1901 */
2182void 1902void
2183flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
2184{ 1904{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1905 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1907 {
2191 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2193 } 1910 }
2194} /* 1911}
1912
1913/*
2195 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2196 */ 1915 */
2197void 1916void
2198unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2199{ 1918{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1919 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1921 {
2206 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2208 } 1924 }
2209} 1925}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1930 * 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. 1931 * him/her-self and all object carried by a call to this function.
2216 */ 1932 */
2217
2218void 1933void
2219set_cheat (object *op) 1934set_cheat (object *op)
2220{ 1935{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * 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 1957 * 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 1958 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1959 * customized, changed states, etc.
2245 */ 1960 */
2246
2247int 1961int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 1963{
2250 int
2251 i,
2252 index = 0, flag; 1964 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2255 1966
2256 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2257 { 1968 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 1970 if (!flag)
2260 altern[index++] = i; 1971 altern [index++] = i;
2261 1972
2262 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* 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. 1974 * 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 - 1975 * 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 1976 * 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 1977 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2269 */ 1980 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 1982 stop = maxfree[i];
2272 } 1983 }
1984
2273 if (!index) 1985 if (!index)
2274 return -1; 1986 return -1;
1987
2275 return altern[RANDOM () % index]; 1988 return altern[RANDOM () % index];
2276} 1989}
2277 1990
2278/* 1991/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 1994 * 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. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 1996 */
2284
2285int 1997int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 1999{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2002 return i;
2295 } 2003
2296 return -1; 2004 return -1;
2297} 2005}
2298 2006
2299/* 2007/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2011 */
2303static void 2012static void
2304permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2305{ 2014{
2306 int 2015 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2016 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2017
2317 tmp = arr[i]; 2018 while (--end)
2318 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2020}
2322 2021
2323/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2023 * 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 2024 * 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. 2027 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2028 */
2330void 2029void
2331get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2332{ 2031{
2333 int 2032 int i;
2334 i;
2335 2033
2336 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2035 search_arr[i] = i;
2339 }
2340 2036
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2040}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * 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 2050 * 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 2051 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2052 * there is capable of.
2357 */ 2053 */
2358
2359int 2054int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2056{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2365 2058
2366 sint16 nx, ny; 2059 sint16 nx, ny;
2367 object * 2060 object *tmp;
2368 tmp; 2061 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2062
2372 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2373 2064
2374 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2375 { 2066 {
2387 mp = m; 2078 mp = m;
2388 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2390 2081
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2392 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2085 max = maxfree[i];
2395 }
2396 else 2086 else
2397 { 2087 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2399 2091
2400 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2093 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2405 { 2095 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2097 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))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2099 break;
2411 } 2100
2412 }
2413 if (tmp) 2101 if (tmp)
2414 {
2415 return freedir[i]; 2102 return freedir[i];
2416 }
2417 } 2103 }
2418 } 2104 }
2419 } 2105 }
2106
2420 return 0; 2107 return 0;
2421} 2108}
2422 2109
2423/* 2110/*
2424 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2112 * distance between the two given objects.
2426 */ 2113 */
2427
2428int 2114int
2429distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2430{ 2116{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2118}
2437 2119
2438/* 2120/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * 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 2122 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2442 */ 2124 */
2443
2444int 2125int
2445find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2446{ 2127{
2447 int 2128 int q;
2448 q;
2449 2129
2450 if (y) 2130 if (y)
2451 q = x * 100 / y; 2131 q = x * 100 / y;
2452 else if (x) 2132 else if (x)
2453 q = -300 * x; 2133 q = -300 * x;
2488int 2168int
2489absdir (int d) 2169absdir (int d)
2490{ 2170{
2491 while (d < 1) 2171 while (d < 1)
2492 d += 8; 2172 d += 8;
2173
2493 while (d > 8) 2174 while (d > 8)
2494 d -= 8; 2175 d -= 8;
2176
2495 return d; 2177 return d;
2496} 2178}
2497 2179
2498/* 2180/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2501 */ 2183 */
2502 2184
2503int 2185int
2504dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2505{ 2187{
2506 int 2188 int d;
2507 d;
2508 2189
2509 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2510 if (d > 4) 2191 if (d > 4)
2511 d = 8 - d; 2192 d = 8 - d;
2193
2512 return d; 2194 return d;
2513} 2195}
2514 2196
2515/* peterm: 2197/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * 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 2201 * 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. 2202 * 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 2203 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2204 * functions.
2523 */ 2205 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2261 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2583 */ 2263 */
2584
2585
2586int 2264int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2266{
2589 sint16 dx, dy; 2267 sint16 dx, dy;
2590 int
2591 mflags; 2268 int mflags;
2592 2269
2593 if (dir < 0) 2270 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2595 2272
2596 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2609 return 0; 2286 return 0;
2610 2287
2611 /* yes, can see. */ 2288 /* yes, can see. */
2612 if (dir < 9) 2289 if (dir < 9)
2613 return 1; 2290 return 1;
2291
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2292 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]); 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2295}
2617
2618
2619 2296
2620/* 2297/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2298 * 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 2299 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (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)); 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2314}
2638 2315
2639
2640/* 2316/*
2641 * create clone from object to another 2317 * create clone from object to another
2642 */ 2318 */
2643object * 2319object *
2644object_create_clone (object *asrc) 2320object_create_clone (object *asrc)
2645{ 2321{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2323
2649 if (!asrc) 2324 if (!asrc)
2650 return NULL; 2325 return 0;
2326
2651 src = asrc; 2327 src = asrc;
2652 if (src->head) 2328 if (src->head)
2653 src = src->head; 2329 src = src->head;
2654 2330
2655 prev = NULL; 2331 prev = 0;
2656 for (part = src; part; part = part->more) 2332 for (part = src; part; part = part->more)
2657 { 2333 {
2658 tmp = get_object (); 2334 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2335 tmp->x -= src->x;
2661 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2662 if (!part->head) 2338 if (!part->head)
2663 { 2339 {
2664 dst = tmp; 2340 dst = tmp;
2665 tmp->head = NULL; 2341 tmp->head = 0;
2666 } 2342 }
2667 else 2343 else
2668 {
2669 tmp->head = dst; 2344 tmp->head = dst;
2670 } 2345
2671 tmp->more = NULL; 2346 tmp->more = 0;
2347
2672 if (prev) 2348 if (prev)
2673 prev->more = tmp; 2349 prev->more = tmp;
2350
2674 prev = tmp; 2351 prev = tmp;
2675 } 2352 }
2676 2353
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2354 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2356
2683 return dst; 2357 return dst;
2684} 2358}
2685 2359
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. */ 2360/* 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 */ 2361/* 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, */ 2362/* 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. */ 2363/* 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. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2706
2707object * 2366object *
2708load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2709{ 2368{
2710 object * 2369 object *op;
2711 op;
2712 char
2713 filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2714 2371
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716 2373
2717 FILE *
2718 tempfile = fopen (filename, "w"); 2374 FILE *tempfile = fopen (filename, "w");
2719 2375
2720 if (tempfile == NULL) 2376 if (tempfile == NULL)
2721 { 2377 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL; 2379 return NULL;
2724 }; 2380 }
2381
2725 fprintf (tempfile, obstr); 2382 fprintf (tempfile, obstr);
2726 fclose (tempfile); 2383 fclose (tempfile);
2727 2384
2728 op = get_object (); 2385 op = object::create ();
2729 2386
2730 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2731 2388
2732 if (thawer) 2389 if (thawer)
2733 load_object (thawer, op, 0); 2390 load_object (thawer, op, 0);
2743 * returns NULL if no match. 2400 * returns NULL if no match.
2744 */ 2401 */
2745object * 2402object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2404{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2407 return tmp;
2754 2408
2755 return NULL; 2409 return 0;
2756} 2410}
2757 2411
2758/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2413 * otherwise return NULL.
2760 * 2414 *
2762 * do the desired thing. 2416 * do the desired thing.
2763 */ 2417 */
2764key_value * 2418key_value *
2765get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2766{ 2420{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2422 if (link->key == key)
2773 {
2774 return link; 2423 return link;
2775 }
2776 }
2777 2424
2778 return NULL; 2425 return 0;
2779} 2426}
2780 2427
2781/* 2428/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2430 *
2786 * The returned string is shared. 2433 * The returned string is shared.
2787 */ 2434 */
2788const char * 2435const char *
2789get_ob_key_value (const object *op, const char *const key) 2436get_ob_key_value (const object *op, const char *const key)
2790{ 2437{
2791 key_value * 2438 key_value *link;
2792 link; 2439 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2440
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2441 if (!canonical_key)
2799 { 2442 {
2800 /* 1. There being a field named key on any object 2443 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2444 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2445 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2446 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2447 */
2805 return NULL; 2448 return 0;
2806 } 2449 }
2807 2450
2808 /* This is copied from get_ob_key_link() above - 2451 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2452 * only 4 lines, and saves the function call overhead.
2810 */ 2453 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2454 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2455 if (link->key == canonical_key)
2814 {
2815 return link->value; 2456 return link->value;
2816 } 2457
2817 }
2818 return NULL; 2458 return 0;
2819} 2459}
2820 2460
2821 2461
2822/* 2462/*
2823 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2830 * Returns TRUE on success. 2470 * Returns TRUE on success.
2831 */ 2471 */
2832int 2472int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2474{
2835 key_value *
2836 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2837 2476
2838 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2478 {
2840 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2841 { 2480 {
2869 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2870 2509
2871 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2872 2511
2873 if (!add_key) 2512 if (!add_key)
2874 {
2875 return FALSE; 2513 return FALSE;
2876 } 2514
2877 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2881 * should pass in "" 2519 * should pass in ""
2908{ 2546{
2909 shstr key_ (key); 2547 shstr key_ (key);
2910 2548
2911 return set_ob_key_value_s (op, key_, value, add_key); 2549 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2550}
2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2559void
2560object::depth_iterator::next ()
2561{
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571}
2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2602// return a suitable string describing an object in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624}
2625
2626const char *
2627object::debug_desc () const
2628{
2629 static char info[256 * 4];
2630 return debug_desc (info);
2631}
2632

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