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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 1.114 by root, Sun Jan 14 22:06:05 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 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break;
410 return op; 402 return op;
403
404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
417 */ 411 */
418
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436} 429}
437 430
438/* 431/*
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 432 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 433 * skill and experience objects.
479 */ 434 */
480void 435void
481set_owner (object *op, object *owner) 436object::set_owner (object *owner)
482{ 437{
483 if (owner == NULL || op == NULL) 438 if (!owner)
484 return; 439 return;
485 440
486 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* 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 443 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
492 */ 447 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
494 owner = owner->owner; 449 owner = owner->owner;
495 450
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; 451 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} 452}
536 453
537/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 455 * refcounts and freeing the links.
539 */ 456 */
549 } 466 }
550 467
551 op->key_values = 0; 468 op->key_values = 0;
552} 469}
553 470
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/* 471/*
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, 472 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * 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 476 * if the first object is freed, the pointers in the new object
625 * will point at garbage. 477 * will point at garbage.
626 */ 478 */
627
628void 479void
629copy_object (object *op2, object *op) 480object::copy_to (object *dst)
630{ 481{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
633 484
634 op2->clone (op); 485 *(object_copy *)dst = *this;
635 486
636 if (is_freed) 487 if (is_freed)
637 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
638 if (is_removed) 490 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
640 492
641 if (op2->speed < 0) 493 if (speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
643 495
644 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
645 if (op2->key_values) 497 if (key_values)
646 { 498 {
647 key_value *tail = 0; 499 key_value *tail = 0;
648 key_value *i; 500 key_value *i;
649 501
650 op->key_values = 0; 502 dst->key_values = 0;
651 503
652 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
653 { 505 {
654 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
655 507
656 new_link->next = 0; 508 new_link->next = 0;
657 new_link->key = i->key; 509 new_link->key = i->key;
658 new_link->value = i->value; 510 new_link->value = i->value;
659 511
660 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
661 if (!op->key_values) 513 if (!dst->key_values)
662 { 514 {
663 op->key_values = new_link; 515 dst->key_values = new_link;
664 tail = new_link; 516 tail = new_link;
665 } 517 }
666 else 518 else
667 { 519 {
668 tail->next = new_link; 520 tail->next = new_link;
669 tail = new_link; 521 tail = new_link;
670 } 522 }
671 } 523 }
672 } 524 }
673 525
674 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
675} 535}
676 536
677/* 537/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * 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 539 * 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. 540 * be called to update the face variable, _and_ how it looks on the map.
681 */ 541 */
682
683void 542void
684update_turn_face (object *op) 543update_turn_face (object *op)
685{ 544{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 546 return;
547
688 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
690} 550}
691 551
692/* 552/*
693 * Updates the speed of an object. If the speed changes from 0 to another 553 * 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. 554 * 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. 555 * This function needs to be called whenever the speed of an object changes.
696 */ 556 */
697
698void 557void
699update_ob_speed (object *op) 558object::set_speed (float speed)
700{ 559{
701 extern int arch_init; 560 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 { 561 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 563 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 564 }
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;
725 565
726 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
727 * of the list. */ 567
728 op->active_next = active_objects; 568 if (has_active_speed ())
729 if (op->active_next != NULL) 569 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 570 else
734 { 571 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} 572}
755 573
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/* 574/*
788 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 578 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
795 * 582 *
796 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
802 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
807 */ 590 */
808
809void 591void
810update_object (object *op, int action) 592update_object (object *op, int action)
811{ 593{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
814 595
815 if (op == NULL) 596 if (op == NULL)
816 { 597 {
817 /* this should never happen */ 598 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 600 return;
820 } 601 }
821 602
822 if (op->env != NULL) 603 if (op->env)
823 { 604 {
824 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
825 * to do in this case. 606 * to do in this case.
826 */ 607 */
827 return; 608 return;
832 */ 613 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 615 return;
835 616
836 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 619 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 621#ifdef MANY_CORES
841 abort (); 622 abort ();
842#endif 623#endif
843 return; 624 return;
844 } 625 }
845 626
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
852 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
853 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
854 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 644 * to have move_allow right now.
878 */ 645 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 648 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 649 }
885 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 652 * that is being removed.
888 */ 653 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 655 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
893 else 658 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 660
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) 661 if (op->more)
903 update_object (op->more, action); 662 update_object (op->more, action);
904}
905
906static unordered_vector < object *>mortals;
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} 663}
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
678static int object_count;
679
937void object::link () 680void object::link ()
938{ 681{
682 assert (!index);//D
683 uuid = gen_uuid ();
939 count = ++ob_count; 684 count = ++object_count;
940 685
941 prev = 0; 686 refcnt_inc ();
942 next = objects; 687 objects.insert (this);
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948} 688}
949 689
950void object::unlink () 690void object::unlink ()
951{ 691{
952 count = 0; 692 assert (index);//D
693 objects.erase (this);
694 refcnt_dec ();
695}
953 696
954 /* Remove this object from the list of used objects */ 697void
955 if (prev) 698object::activate ()
956 { 699{
957 prev->next = next; 700 /* If already on active list, don't do anything */
958 prev = 0; 701 if (active)
702 return;
703
704 if (has_active_speed ())
705 actives.insert (this);
706}
707
708void
709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
959 } 748 {
960 749 op->flag [flag] = value;
961 if (next) 750 op->set_flag_inv (flag, value);
962 { 751 }
963 next->prev = prev; 752}
964 next = 0; 753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
965 } 777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
966 789
967 if (this == objects) 790 if (op->flag [FLAG_STARTEQUIP]
968 objects = next; 791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
969} 801}
970 802
971object *object::create () 803object *object::create ()
972{ 804{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 805 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 (); 806 op->link ();
989 return op; 807 return op;
990} 808}
991 809
992/* 810void
993 * free_object() frees everything allocated by an object, removes 811object::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{ 812{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 813 attachable::do_destroy ();
814
815 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this);
817
818 if (flag [FLAG_FRIENDLY])
819 remove_friendly_object (this);
820
821 if (!flag [FLAG_REMOVED])
822 remove ();
823
824 destroy_inv (true);
825
826 deactivate ();
827 unlink ();
828
829 flag [FLAG_FREED] = 1;
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
859
860 // clear those pointers that likely might have circular references to us
861 owner = 0;
862 enemy = 0;
863 attacked_by = 0;
864}
865
866void
867object::destroy (bool destroy_inventory)
868{
869 if (destroyed ())
1005 return; 870 return;
1006 871
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 872 if (destroy_inventory)
1008 remove_ob (this); 873 destroy_inv (false);
1009 874
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 875 attachable::destroy ();
1011 remove_friendly_object (this);
1012
1013 SET_FLAG (this, FLAG_FREED);
1014
1015 if (more)
1016 {
1017 more->free (free_inventory);
1018 more = 0;
1019 }
1020
1021 if (inv)
1022 {
1023 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030
1031 while (op)
1032 {
1033 object *tmp = op->below;
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041
1042 while (op)
1043 {
1044 object *tmp = op->below;
1045
1046 remove_ob (op);
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} 876}
1073 877
1074/* 878/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1077 */ 881 */
1078
1079void 882void
1080sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1081{ 884{
1082 while (op != NULL) 885 while (op != NULL)
1083 { 886 {
1084 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 889
1088 op->carrying -= weight; 890 op->carrying -= weight;
1089 op = op->env; 891 op = op->env;
1090 } 892 }
1091} 893}
1092 894
1093/* remove_ob(op): 895/* op->remove ():
1094 * This function removes the object op from the linked list of objects 896 * 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 897 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 900 * the previous environment.
1099 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1100 */ 902 */
1101
1102void 903void
1103remove_ob (object *op) 904object::remove ()
1104{ 905{
906 object *tmp, *last = 0;
1105 object * 907 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 908
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)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 910 return;
1124 911
1125 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1126 914
1127 if (op->more != NULL) 915 if (more)
1128 remove_ob (op->more); 916 more->remove ();
1129 917
1130 /* 918 /*
1131 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1132 * inventory. 920 * inventory.
1133 */ 921 */
1134 if (op->env != NULL) 922 if (env)
1135 { 923 {
1136 if (op->nrof) 924 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1138 else 926 else
1139 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1140 928
1141 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 931 * to save cpu time.
1144 */ 932 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 934 otmp->update_stats ();
1147 935
1148 if (op->above != NULL) 936 if (above)
1149 op->above->below = op->below; 937 above->below = below;
1150 else 938 else
1151 op->env->inv = op->below; 939 env->inv = below;
1152 940
1153 if (op->below != NULL) 941 if (below)
1154 op->below->above = op->above; 942 below->above = above;
1155 943
1156 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1159 */ 947 */
1160 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1161 op->map = op->env->map; 949 map = env->map;
1162 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1163 op->env = NULL; 951 env = 0;
1164 } 952 }
1165 else if (op->map) 953 else if (map)
1166 { 954 {
1167 x = op->x; 955 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 } 956 {
1181 957 --map->players;
1182 if (op->map != m) 958 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 */ 959 }
960
961 map->dirty = true;
1189 962
1190 /* link the object above us */ 963 /* link the object above us */
1191 if (op->above) 964 if (above)
1192 op->above->below = op->below; 965 above->below = below;
1193 else 966 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1195 968
1196 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1197 if (op->below) 970 if (below)
1198 op->below->above = op->above; 971 below->above = above;
1199 else 972 else
1200 { 973 {
1201 /* Nothing below, which means we need to relink map object for this space 974 /* 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 975 * use translated coordinates in case some oddness with map tiling is
1203 * evident 976 * evident
1204 */ 977 */
1205 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1206 { 979 {
1207 dump_object (op); 980 char *dump = dump_object (this);
1208 LOG (llevError, 981 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); 982 "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);
983 free (dump);
1210 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1211 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1212 } 987 }
1213 988
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1215 } 990 }
1216 991
1217 op->above = 0; 992 above = 0;
1218 op->below = 0; 993 below = 0;
1219 994
1220 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1221 return; 996 return;
1222 997
1223 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 999
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1227 { 1001 {
1228 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1229 * being removed. 1003 * being removed.
1230 */ 1004 */
1231 1005
1232 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1233 { 1007 {
1234 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1236 * appropriately. 1010 * appropriately.
1237 */ 1011 */
1238 if (tmp->container == op) 1012 if (tmp->container == this)
1239 { 1013 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1015 tmp->container = 0;
1242 } 1016 }
1243 1017
1244 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1245 } 1020 }
1246 1021
1247 /* See if player moving off should effect something */ 1022 /* 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)) 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1026 {
1250 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1251 1028
1252 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1031 }
1257 1032
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1260 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1261 tmp->above = NULL; 1036 tmp->above = 0;
1262 1037
1263 last = tmp; 1038 last = tmp;
1264 } 1039 }
1265 1040
1266 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1043 if (!last)
1268 { 1044 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 1045 else
1278 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1279 1047
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1282 } 1050 }
1283} 1051}
1284 1052
1285/* 1053/*
1286 * merge_ob(op,top): 1054 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1056 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1057 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1058 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1059 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1060 */
1293
1294object * 1061object *
1295merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1296{ 1063{
1297 if (!op->nrof) 1064 if (!op->nrof)
1298 return 0; 1065 return 0;
1299 1066
1300 if (top == NULL) 1067 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1302 1070
1303 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1304 { 1072 {
1305 if (top == op) 1073 if (top == op)
1306 continue; 1074 continue;
1307 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1308 { 1077 {
1309 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1310 1079
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1082 op->destroy ();
1314 free_object (op);
1315 return top; 1083 return top;
1316 } 1084 }
1317 } 1085 }
1318 1086
1319 return NULL; 1087 return 0;
1320} 1088}
1321 1089
1322/* 1090/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1325 */ 1093 */
1326object * 1094object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1096{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1098 {
1336 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1337 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1338 } 1101 }
1339 1102
1358 * Return value: 1121 * Return value:
1359 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1124 * just 'op' otherwise
1362 */ 1125 */
1363
1364object * 1126object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1128{
1367 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1368 sint16 x, y; 1130 sint16 x, y;
1369 1131
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1371 { 1133 {
1372 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL; 1135 return NULL;
1374 } 1136 }
1375 1137
1376 if (m == NULL) 1138 if (!m)
1377 { 1139 {
1378 dump_object (op); 1140 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1380 return op; 1143 return op;
1381 } 1144 }
1382 1145
1383 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1384 { 1147 {
1385 dump_object (op); 1148 char *dump = dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1387#ifdef MANY_CORES 1150#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1151 /* 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 1152 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1153 * improperly inserted.
1391 */ 1154 */
1392 abort (); 1155 abort ();
1393#endif 1156#endif
1157 free (dump);
1394 return op; 1158 return op;
1395 } 1159 }
1396 1160
1397 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 { 1162 {
1399 dump_object (op); 1163 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1401 return op; 1166 return op;
1402 } 1167 }
1403 1168
1404 if (op->more != NULL) 1169 if (op->more)
1405 { 1170 {
1406 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1407 1172
1408 object *more = op->more; 1173 object *more = op->more;
1409 1174
1410 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1411 * we set the map, that doesn't work if the location is within 1176 * 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 1177 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1414 */ 1179 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map) 1182 else if (!more->map)
1418 { 1183 {
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 { 1191 {
1427 if (!op->head) 1192 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1194
1430 return NULL; 1195 return 0;
1431 } 1196 }
1432 } 1197 }
1433 1198
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1200
1442 y = op->y; 1207 y = op->y;
1443 1208
1444 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1445 */ 1210 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1449 { 1214 {
1450 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1216 tmp->destroy ();
1452 free_object (tmp);
1453 } 1217 }
1454 1218
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1221
1470 op->below = originator->below; 1234 op->below = originator->below;
1471 1235
1472 if (op->below) 1236 if (op->below)
1473 op->below->above = op; 1237 op->below->above = op;
1474 else 1238 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1476 1240
1477 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1478 originator->below = op; 1242 originator->below = op;
1479 } 1243 }
1480 else 1244 else
1481 { 1245 {
1482 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484 { 1248 {
1485 object *last = NULL; 1249 object *last = 0;
1486 1250
1487 /* 1251 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1254 * 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 1258 * 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 1259 * 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 1260 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1498 */ 1262 */
1499
1500 while (top != NULL) 1263 while (top)
1501 { 1264 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1266 floor = top;
1504 1267
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 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 1289 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1291 * stacking is a bit odd.
1529 */ 1292 */
1530 if (!(flag & INS_ON_TOP) && 1293 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)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 { 1295 {
1533 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1298 break;
1536 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559 1322
1560 if (op->above) 1323 if (op->above)
1561 op->above->below = op; 1324 op->above->below = op;
1562 1325
1563 op->below = NULL; 1326 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1565 } 1328 }
1566 else 1329 else
1567 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1568 op->above = top->above; 1331 op->above = top->above;
1569 1332
1572 1335
1573 op->below = top; 1336 op->below = top;
1574 top->above = op; 1337 top->above = op;
1575 } 1338 }
1576 1339
1577 if (op->above == NULL) 1340 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1580 1343
1581 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1582 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1350
1351 op->map->dirty = true;
1583 1352
1584 /* If we have a floor, we know the player, if any, will be above 1353 /* 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. 1354 * it, so save a few ticks and start from there.
1586 */ 1355 */
1587 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1357 if (object *pl = op->ms ().player ())
1589 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1591 1360
1592 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1362 * 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 1363 * 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 1364 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1368 * of effect may be sufficient.
1600 */ 1369 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1603 1372
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1606 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1607 /* Don't know if moving this to the end will break anything. However, 1378 /* 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. 1379 * we want to have floorbox_update called before calling this.
1609 * 1380 *
1610 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1384 * update_object().
1615 1386
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* 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) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1389 {
1619 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1620 return NULL; 1391 return 0;
1621 1392
1622 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1394 * walk on's.
1624 */ 1395 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1627 return NULL; 1398 return 0;
1628 } 1399 }
1629 1400
1630 return op; 1401 return op;
1631} 1402}
1632 1403
1633/* this function inserts an object in the map, but if it 1404/* 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. 1405 * 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. 1406 * op is the object to insert it under: supplies x and the map.
1636 */ 1407 */
1637void 1408void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1410{
1640 object * 1411 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1412
1645 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1646 1414
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1417 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1418
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1420
1658 tmp1->x = op->x; 1421 tmp1->x = op->x;
1659 tmp1->y = op->y; 1422 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1661} 1430}
1662 1431
1663/* 1432/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * 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 1434 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1437 * global static errmsg array.
1669 */ 1438 */
1670
1671object * 1439object *
1672get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1673{ 1441{
1674 object * 1442 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1444
1679 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1680 { 1446 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1448 return NULL;
1683 } 1449 }
1684 1450
1685 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1686 1452
1687 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1688 { 1454 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) 1455 else if (!is_removed)
1694 { 1456 {
1695 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1717 1479
1718object * 1480object *
1719decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1720{ 1482{
1721 object *tmp; 1483 object *tmp;
1722 player *pl;
1723 1484
1724 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1486 return op;
1726 1487
1727 if (i > op->nrof) 1488 if (i > op->nrof)
1728 i = op->nrof; 1489 i = op->nrof;
1729 1490
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1492 op->nrof -= i;
1732 else if (op->env != NULL) 1493 else if (op->env)
1733 { 1494 {
1734 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1735 * therein? 1496 * therein?
1736 */ 1497 */
1737 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1503 * and then searching the map for a player.
1743 */ 1504 */
1744 if (!tmp) 1505 if (!tmp)
1745 { 1506 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1748 break; 1510 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1511 }
1754 1512
1755 if (i < op->nrof) 1513 if (i < op->nrof)
1756 { 1514 {
1757 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1516 op->nrof -= i;
1759 if (tmp) 1517 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1762 }
1763 } 1519 }
1764 else 1520 else
1765 { 1521 {
1766 remove_ob (op); 1522 op->remove ();
1767 op->nrof = 0; 1523 op->nrof = 0;
1768 if (tmp) 1524 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1526 }
1773 } 1527 }
1774 else 1528 else
1775 { 1529 {
1776 object *above = op->above; 1530 object *above = op->above;
1777 1531
1778 if (i < op->nrof) 1532 if (i < op->nrof)
1779 op->nrof -= i; 1533 op->nrof -= i;
1780 else 1534 else
1781 { 1535 {
1782 remove_ob (op); 1536 op->remove ();
1783 op->nrof = 0; 1537 op->nrof = 0;
1784 } 1538 }
1785 1539
1786 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1789 { 1543 {
1790 if (op->nrof) 1544 if (op->nrof)
1791 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1792 else 1546 else
1796 1550
1797 if (op->nrof) 1551 if (op->nrof)
1798 return op; 1552 return op;
1799 else 1553 else
1800 { 1554 {
1801 free_object (op); 1555 op->destroy ();
1802 return NULL; 1556 return 0;
1803 } 1557 }
1804} 1558}
1805 1559
1806/* 1560/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1819 op->carrying += weight; 1573 op->carrying += weight;
1820 op = op->env; 1574 op = op->env;
1821 } 1575 }
1822} 1576}
1823 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1824/* 1598/*
1825 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1826 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1827 * inside the object environment. 1601 * inside the object environment.
1828 * 1602 *
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 1603 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1836 */ 1605 */
1837 1606
1838object * 1607object *
1839insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1840{ 1609{
1841 object * 1610 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1611
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1613 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 1614
1865 if (op->more) 1615 if (op->more)
1866 { 1616 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1618 return op;
1870 1620
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1623 if (op->nrof)
1874 { 1624 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1877 { 1627 {
1878 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1629 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1883 */ 1633 */
1884 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1887 op = tmp; 1637 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1640 break;
1891 } 1641 }
1892 1642
1893 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1645 * (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 1646 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1647 * the linking below
1898 */ 1648 */
1899 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1900 } 1650 }
1901 else 1651 else
1902 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1903 1653
1904 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1657 otmp->update_stats ();
1909 }
1910 1658
1911 op->map = NULL; 1659 op->map = 0;
1912 op->env = where; 1660 op->env = this;
1913 op->above = NULL; 1661 op->above = 0;
1914 op->below = NULL; 1662 op->below = 0;
1915 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1916 1664
1917 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1919 { 1667 {
1920#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1925 } 1673 }
1926 1674
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1676 * It sure simplifies this function...
1929 */ 1677 */
1930 if (where->inv == NULL) 1678 if (!inv)
1931 where->inv = op; 1679 inv = op;
1932 else 1680 else
1933 { 1681 {
1934 op->below = where->inv; 1682 op->below = inv;
1935 op->below->above = op; 1683 op->below->above = op;
1936 where->inv = op; 1684 inv = op;
1937 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1938 return op; 1689 return op;
1939} 1690}
1940 1691
1941/* 1692/*
1942 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1956 * 1707 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1710 * on top.
1960 */ 1711 */
1961
1962int 1712int
1963check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1964{ 1714{
1965 object * 1715 object *tmp;
1966 tmp; 1716 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1973 1718
1974 MoveType 1719 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1720
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1722 return 0;
1981
1982 tag = op->count;
1983 1723
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 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); 1725 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); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1727
2003 1743
2004 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
2006 */ 1746 */
2007 1747
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1749 {
2010 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1752 * we don't need to check all of them.
2013 */ 1753 */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 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)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1790 {
2051 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2052 1792
2053 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2054 return 1; 1794 return 1;
2055 1795
2056 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2068/* 1808/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2072 */ 1812 */
2073
2074object * 1813object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1815{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2081 { 1817 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1819 return NULL;
2084 } 1820 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1823 if (tmp->arch == at)
2087 return tmp; 1824 return tmp;
1825
2088 return NULL; 1826 return NULL;
2089} 1827}
2090 1828
2091/* 1829/*
2092 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2095 */ 1833 */
2096
2097object * 1834object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2099{ 1836{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2104 { 1838 {
2105 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1840 return NULL;
2107 } 1841 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1844 if (tmp->type == type)
2110 return tmp; 1845 return tmp;
1846
2111 return NULL; 1847 return NULL;
2112} 1848}
2113 1849
2114/* 1850/*
2115 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2118 */ 1854 */
2119
2120object * 1855object *
2121present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2122{ 1857{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1859 if (tmp->type == type)
2128 return tmp; 1860 return tmp;
1861
2129 return NULL; 1862 return NULL;
2130} 1863}
2131 1864
2132/* 1865/*
2133 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1874 * 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 1875 * 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 1876 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1877 * to be unique.
2145 */ 1878 */
2146
2147object * 1879object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1881{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1884 return tmp;
2157 } 1885
2158 return NULL; 1886 return 0;
2159} 1887}
2160 1888
2161/* 1889/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2165 */ 1893 */
2166
2167object * 1894object *
2168present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2169{ 1896{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1898 if (tmp->arch == at)
2175 return tmp; 1899 return tmp;
1900
2176 return NULL; 1901 return NULL;
2177} 1902}
2178 1903
2179/* 1904/*
2180 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2181 */ 1906 */
2182void 1907void
2183flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2184{ 1909{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1910 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1912 {
2191 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2193 } 1915 }
2194} /* 1916}
1917
1918/*
2195 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2196 */ 1920 */
2197void 1921void
2198unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2199{ 1923{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1924 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1926 {
2206 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2208 } 1929 }
2209} 1930}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1935 * 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. 1936 * him/her-self and all object carried by a call to this function.
2216 */ 1937 */
2217
2218void 1938void
2219set_cheat (object *op) 1939set_cheat (object *op)
2220{ 1940{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * 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 1962 * 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 1963 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1964 * customized, changed states, etc.
2245 */ 1965 */
2246
2247int 1966int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 1968{
2250 int
2251 i,
2252 index = 0, flag; 1969 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2255 1971
2256 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2257 { 1973 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 1975 if (!flag)
2260 altern[index++] = i; 1976 altern [index++] = i;
2261 1977
2262 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* 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. 1979 * 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 - 1980 * 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 1981 * 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 1982 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2269 */ 1985 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 1987 stop = maxfree[i];
2272 } 1988 }
1989
2273 if (!index) 1990 if (!index)
2274 return -1; 1991 return -1;
1992
2275 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2276} 1994}
2277 1995
2278/* 1996/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 1999 * 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. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2001 */
2284
2285int 2002int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2004{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2007 return i;
2295 } 2008
2296 return -1; 2009 return -1;
2297} 2010}
2298 2011
2299/* 2012/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2016 */
2303static void 2017static void
2304permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2305{ 2019{
2306 int 2020 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2021 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2022
2317 tmp = arr[i]; 2023 while (--end)
2318 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2025}
2322 2026
2323/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2028 * 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 2029 * 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. 2032 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2033 */
2330void 2034void
2331get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2332{ 2036{
2333 int 2037 int i;
2334 i;
2335 2038
2336 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2040 search_arr[i] = i;
2339 }
2340 2041
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2045}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * 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 2055 * 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 2056 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2057 * there is capable of.
2357 */ 2058 */
2358
2359int 2059int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2061{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2365 2063
2366 sint16 nx, ny; 2064 sint16 nx, ny;
2367 object * 2065 object *tmp;
2368 tmp; 2066 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2067
2372 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2373 2069
2374 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2375 { 2071 {
2387 mp = m; 2083 mp = m;
2388 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2390 2086
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2392 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2090 max = maxfree[i];
2395 }
2396 else 2091 else
2397 { 2092 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2399 2096
2400 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2098 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2405 { 2100 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2102 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))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2104 break;
2411 } 2105
2412 }
2413 if (tmp) 2106 if (tmp)
2414 {
2415 return freedir[i]; 2107 return freedir[i];
2416 }
2417 } 2108 }
2418 } 2109 }
2419 } 2110 }
2111
2420 return 0; 2112 return 0;
2421} 2113}
2422 2114
2423/* 2115/*
2424 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2117 * distance between the two given objects.
2426 */ 2118 */
2427
2428int 2119int
2429distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2430{ 2121{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2123}
2437 2124
2438/* 2125/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * 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 2127 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2442 */ 2129 */
2443
2444int 2130int
2445find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2446{ 2132{
2447 int 2133 int q;
2448 q;
2449 2134
2450 if (y) 2135 if (y)
2451 q = x * 100 / y; 2136 q = x * 100 / y;
2452 else if (x) 2137 else if (x)
2453 q = -300 * x; 2138 q = -300 * x;
2488int 2173int
2489absdir (int d) 2174absdir (int d)
2490{ 2175{
2491 while (d < 1) 2176 while (d < 1)
2492 d += 8; 2177 d += 8;
2178
2493 while (d > 8) 2179 while (d > 8)
2494 d -= 8; 2180 d -= 8;
2181
2495 return d; 2182 return d;
2496} 2183}
2497 2184
2498/* 2185/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2501 */ 2188 */
2502 2189
2503int 2190int
2504dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2505{ 2192{
2506 int 2193 int d;
2507 d;
2508 2194
2509 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2510 if (d > 4) 2196 if (d > 4)
2511 d = 8 - d; 2197 d = 8 - d;
2198
2512 return d; 2199 return d;
2513} 2200}
2514 2201
2515/* peterm: 2202/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * 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 2206 * 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. 2207 * 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 2208 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2209 * functions.
2523 */ 2210 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2266 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2583 */ 2268 */
2584
2585
2586int 2269int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2271{
2589 sint16 dx, dy; 2272 sint16 dx, dy;
2590 int
2591 mflags; 2273 int mflags;
2592 2274
2593 if (dir < 0) 2275 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2595 2277
2596 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2609 return 0; 2291 return 0;
2610 2292
2611 /* yes, can see. */ 2293 /* yes, can see. */
2612 if (dir < 9) 2294 if (dir < 9)
2613 return 1; 2295 return 1;
2296
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 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]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2300}
2617
2618
2619 2301
2620/* 2302/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2303 * 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 2304 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (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)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2319}
2638 2320
2639
2640/* 2321/*
2641 * create clone from object to another 2322 * create clone from object to another
2642 */ 2323 */
2643object * 2324object *
2644object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2645{ 2326{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2328
2649 if (!asrc) 2329 if (!asrc)
2650 return NULL; 2330 return 0;
2331
2651 src = asrc; 2332 src = asrc;
2652 if (src->head) 2333 if (src->head)
2653 src = src->head; 2334 src = src->head;
2654 2335
2655 prev = NULL; 2336 prev = 0;
2656 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2657 { 2338 {
2658 tmp = get_object (); 2339 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2340 tmp->x -= src->x;
2661 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2662 if (!part->head) 2343 if (!part->head)
2663 { 2344 {
2664 dst = tmp; 2345 dst = tmp;
2665 tmp->head = NULL; 2346 tmp->head = 0;
2666 } 2347 }
2667 else 2348 else
2668 {
2669 tmp->head = dst; 2349 tmp->head = dst;
2670 } 2350
2671 tmp->more = NULL; 2351 tmp->more = 0;
2352
2672 if (prev) 2353 if (prev)
2673 prev->more = tmp; 2354 prev->more = tmp;
2355
2674 prev = tmp; 2356 prev = tmp;
2675 } 2357 }
2676 2358
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2361
2683 return dst; 2362 return dst;
2684} 2363}
2685 2364
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. */ 2365/* 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 */ 2366/* 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, */ 2367/* 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. */ 2368/* 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. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2706
2707object * 2371object *
2708load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2709{ 2373{
2710 object * 2374 object *op;
2711 op;
2712 char
2713 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2714 2376
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716 2378
2717 FILE *
2718 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2719 2380
2720 if (tempfile == NULL) 2381 if (tempfile == NULL)
2721 { 2382 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL; 2384 return NULL;
2724 }; 2385 }
2386
2725 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2726 fclose (tempfile); 2388 fclose (tempfile);
2727 2389
2728 op = get_object (); 2390 op = object::create ();
2729 2391
2730 object_thawer thawer (filename); 2392 object_thawer thawer (filename);
2731 2393
2732 if (thawer) 2394 if (thawer)
2733 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2743 * returns NULL if no match. 2405 * returns NULL if no match.
2744 */ 2406 */
2745object * 2407object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2409{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2412 return tmp;
2754 2413
2755 return NULL; 2414 return 0;
2756} 2415}
2757 2416
2758/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2418 * otherwise return NULL.
2760 * 2419 *
2762 * do the desired thing. 2421 * do the desired thing.
2763 */ 2422 */
2764key_value * 2423key_value *
2765get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2766{ 2425{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2427 if (link->key == key)
2773 {
2774 return link; 2428 return link;
2775 }
2776 }
2777 2429
2778 return NULL; 2430 return 0;
2779} 2431}
2780 2432
2781/* 2433/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2435 *
2786 * The returned string is shared. 2438 * The returned string is shared.
2787 */ 2439 */
2788const char * 2440const char *
2789get_ob_key_value (const object *op, const char *const key) 2441get_ob_key_value (const object *op, const char *const key)
2790{ 2442{
2791 key_value * 2443 key_value *link;
2792 link; 2444 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2445
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2446 if (!canonical_key)
2799 { 2447 {
2800 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2452 */
2805 return NULL; 2453 return 0;
2806 } 2454 }
2807 2455
2808 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2810 */ 2458 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2459 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2814 {
2815 return link->value; 2461 return link->value;
2816 } 2462
2817 }
2818 return NULL; 2463 return 0;
2819} 2464}
2820 2465
2821 2466
2822/* 2467/*
2823 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2830 * Returns TRUE on success. 2475 * Returns TRUE on success.
2831 */ 2476 */
2832int 2477int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2479{
2835 key_value *
2836 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2837 2481
2838 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2483 {
2840 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2841 { 2485 {
2869 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2870 2514
2871 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2872 2516
2873 if (!add_key) 2517 if (!add_key)
2874 {
2875 return FALSE; 2518 return FALSE;
2876 } 2519
2877 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2881 * should pass in "" 2524 * should pass in ""
2908{ 2551{
2909 shstr key_ (key); 2552 shstr key_ (key);
2910 2553
2911 return set_ob_key_value_s (op, key_, value, add_key); 2554 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2568 {
2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2574 else
2575 item = item->env;
2576}
2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2607// return a suitable string describing an object in enough detail to find it
2608const char *
2609object::debug_desc (char *info) const
2610{
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[256 * 4];
2635 return debug_desc (info);
2636}
2637
2638const char *
2639object::debug_desc2 () const
2640{
2641 static char info[256 * 4];
2642 return debug_desc (info);
2643}
2644

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