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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
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, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int 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, 53 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 54 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}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 208 * used to store nrof).
130 */ 209 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 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 226 || 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) || 227 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 246 || 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)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
255 { 328 {
256 if (inv->inv) 329 if (inv->inv)
257 sum_weight (inv); 330 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 332 }
333
260 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
262 if (op->carrying != sum) 337 if (op->carrying != sum)
263 op->carrying = sum; 338 op->carrying = sum;
339
264 return sum; 340 return sum;
265} 341}
266 342
267/** 343/**
268 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
275 op = op->env; 351 op = op->env;
276 return op; 352 return op;
277} 353}
278 354
279/* 355/*
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. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 357 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
298 */ 359 */
299 360
300void 361char *
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) 362dump_object (object *op)
356{ 363{
357 if (op == NULL) 364 if (!op)
358 { 365 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 366
366void 367 object_freezer freezer;
367dump_all_objects (void) 368 save_object (freezer, op, 1);
368{ 369 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} 370}
377 371
378/* 372/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
400 */ 394 */
401 395
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break; 401 return op;
402
410 return op; 403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 */ 410 */
418 411
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 (op = object::first; op != NULL; op = op->next)
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; 565
719 } 566 this->speed = speed;
567
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
721 { 569 {
722 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
724 return; 572 return;
725 573
726 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
727 * of the list. */ 575 * of the list. */
728 op->active_next = active_objects; 576 active_next = active_objects;
577
729 if (op->active_next != NULL) 578 if (active_next)
730 op->active_next->active_prev = op; 579 active_next->active_prev = this;
580
731 active_objects = op; 581 active_objects = this;
732 } 582 }
733 else 583 else
734 { 584 {
735 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
737 return; 587 return;
738 588
739 if (op->active_prev == NULL) 589 if (!active_prev)
740 { 590 {
741 active_objects = op->active_next; 591 active_objects = active_next;
592
742 if (op->active_next != NULL) 593 if (active_next)
743 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
744 } 595 }
745 else 596 else
746 { 597 {
747 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
599
748 if (op->active_next) 600 if (active_next)
749 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
750 } 602 }
603
751 op->active_next = NULL; 604 active_next = 0;
752 op->active_prev = NULL; 605 active_prev = 0;
753 }
754}
755
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 { 606 }
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} 607}
786 608
787/* 609/*
788 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 613 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 614 * 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 615 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
795 * 617 *
796 * action is a hint of what the caller believes need to be done. 618 * 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: 619 * current action are:
802 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * 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. 623 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
807 */ 625 */
808
809void 626void
810update_object (object *op, int action) 627update_object (object *op, int action)
811{ 628{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
814 630
815 if (op == NULL) 631 if (op == NULL)
816 { 632 {
817 /* this should never happen */ 633 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 635 return;
820 } 636 }
821 637
822 if (op->env != NULL) 638 if (op->env)
823 { 639 {
824 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
825 * to do in this case. 641 * to do in this case.
826 */ 642 */
827 return; 643 return;
832 */ 648 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 650 return;
835 651
836 /* make sure the object is within map boundaries */ 652 /* 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)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 654 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 656#ifdef MANY_CORES
841 abort (); 657 abort ();
842#endif 658#endif
843 return; 659 return;
844 } 660 }
845 661
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 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);
852 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
853 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
854 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (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) 675 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 677 || (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 678 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 679 * to have move_allow right now.
878 */ 680 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 683 m.flags_ = P_NEED_UPDATE;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 684 }
885 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 687 * that is being removed.
888 */ 688 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
891 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
893 else 693 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 695
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) 696 if (op->more)
903 update_object (op->more, action); 697 update_object (op->more, action);
904} 698}
905 699
906static unordered_vector < object *>mortals; 700object::vector object::objects; // not yet used
907static 701object *object::first;
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922 702
923object::object () 703object::object ()
924{ 704{
925 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
926 706
927 expmul = 1.0; 707 expmul = 1.0;
928 face = blank_face; 708 face = blank_face;
929 attacked_by_count = -1;
930} 709}
931 710
932object::~object () 711object::~object ()
933{ 712{
934 free_key_values (this); 713 free_key_values (this);
935} 714}
936 715
937void object::link () 716void object::link ()
938{ 717{
939 count = ++ob_count; 718 count = ++ob_count;
719 uuid = gen_uuid ();
940 720
941 prev = 0; 721 prev = 0;
942 next = objects; 722 next = object::first;
943 723
944 if (objects) 724 if (object::first)
945 objects->prev = this; 725 object::first->prev = this;
946 726
947 objects = this; 727 object::first = this;
948} 728}
949 729
950void object::unlink () 730void object::unlink ()
951{ 731{
952 count = 0; 732 if (this == object::first)
733 object::first = next;
953 734
954 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next; 736 if (prev) prev->next = next;
737 if (next) next->prev = prev;
738
958 prev = 0; 739 prev = 0;
959 }
960
961 if (next)
962 {
963 next->prev = prev;
964 next = 0; 740 next = 0;
741}
742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
965 } 770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
966 781
967 if (this == objects) 782 active_next = 0;
968 objects = next; 783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
969} 836}
970 837
971object *object::create () 838object *object::create ()
972{ 839{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 840 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 (); 841 op->link ();
989 return op; 842 return op;
990} 843}
991 844
992/* 845void
993 * free_object() frees everything allocated by an object, removes 846object::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{ 847{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
1005 return; 858 return;
1006 859
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 860 set_speed (0);
1008 remove_ob (this);
1009 861
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 862 flag [FLAG_FREED] = 1;
1011 remove_friendly_object (this);
1012 863
1013 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
1014 890
1015 if (more) 891 if (more)
1016 { 892 {
1017 more->free (free_inventory); 893 more->destroy ();
1018 more = 0; 894 more = 0;
1019 } 895 }
1020 896
1021 if (inv) 897 // clear those pointers that likely might have circular references to us
1022 { 898 owner = 0;
1023 /* Only if the space blocks everything do we not process - 899 enemy = 0;
1024 * if some form of movement is allowed, let objects 900 attacked_by = 0;
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030 901
1031 while (op) 902 // only relevant for players(?), but make sure of it anyways
1032 { 903 contr = 0;
1033 object *tmp = op->below; 904}
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 905
1042 while (op) 906void
1043 { 907object::destroy (bool destroy_inventory)
1044 object *tmp = op->below; 908{
909 if (destroyed ())
910 return;
1045 911
1046 remove_ob (op); 912 if (destroy_inventory)
913 destroy_inv (false);
1047 914
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 915 attachable::destroy ();
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 916}
1073 917
1074/* 918/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1077 */ 921 */
1078
1079void 922void
1080sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
1081{ 924{
1082 while (op != NULL) 925 while (op != NULL)
1083 { 926 {
1084 if (op->type == CONTAINER) 927 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 929
1088 op->carrying -= weight; 930 op->carrying -= weight;
1089 op = op->env; 931 op = op->env;
1090 } 932 }
1091} 933}
1092 934
1093/* remove_ob(op): 935/* op->remove ():
1094 * This function removes the object op from the linked list of objects 936 * 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 937 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 940 * the previous environment.
1099 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1100 */ 942 */
1101
1102void 943void
1103remove_ob (object *op) 944object::remove ()
1104{ 945{
946 object *tmp, *last = 0;
1105 object * 947 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 948
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)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 950 return;
1124 951
1125 SET_FLAG (op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1126 954
1127 if (op->more != NULL) 955 if (more)
1128 remove_ob (op->more); 956 more->remove ();
1129 957
1130 /* 958 /*
1131 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1132 * inventory. 960 * inventory.
1133 */ 961 */
1134 if (op->env != NULL) 962 if (env)
1135 { 963 {
1136 if (op->nrof) 964 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1138 else 966 else
1139 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1140 968
1141 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 971 * to save cpu time.
1144 */ 972 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 974 otmp->update_stats ();
1147 975
1148 if (op->above != NULL) 976 if (above)
1149 op->above->below = op->below; 977 above->below = below;
1150 else 978 else
1151 op->env->inv = op->below; 979 env->inv = below;
1152 980
1153 if (op->below != NULL) 981 if (below)
1154 op->below->above = op->above; 982 below->above = above;
1155 983
1156 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1159 */ 987 */
1160 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1161 op->map = op->env->map; 989 map = env->map;
1162 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1163 op->env = NULL; 991 env = 0;
1164 } 992 }
1165 else if (op->map) 993 else if (map)
1166 { 994 {
1167 x = op->x; 995 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 } 996 {
1181 997 --map->players;
1182 if (op->map != m) 998 map->last_access = runtime;
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 */ 999 }
1000
1189 1001
1190 /* link the object above us */ 1002 /* link the object above us */
1191 if (op->above) 1003 if (above)
1192 op->above->below = op->below; 1004 above->below = below;
1193 else 1005 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1195 1007
1196 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1197 if (op->below) 1009 if (below)
1198 op->below->above = op->above; 1010 below->above = above;
1199 else 1011 else
1200 { 1012 {
1201 /* Nothing below, which means we need to relink map object for this space 1013 /* 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 1014 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1015 * evident
1204 */ 1016 */
1205 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1206 { 1018 {
1207 dump_object (op); 1019 char *dump = dump_object (this);
1208 LOG (llevError, 1020 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); 1021 "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);
1022 free (dump);
1210 dump_object (GET_MAP_OB (m, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1211 LOG (llevError, "%s\n", errmsg); 1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1212 } 1026 }
1213 1027
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1215 } 1029 }
1216 1030
1217 op->above = 0; 1031 above = 0;
1218 op->below = 0; 1032 below = 0;
1219 1033
1220 if (op->map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1221 return; 1035 return;
1222 1036
1223 tag = op->count; 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1038
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1227 { 1040 {
1228 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1229 * being removed. 1042 * being removed.
1230 */ 1043 */
1231 1044
1232 if (tmp->type == PLAYER && tmp != op) 1045 if (tmp->type == PLAYER && tmp != this)
1233 { 1046 {
1234 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1236 * appropriately. 1049 * appropriately.
1237 */ 1050 */
1238 if (tmp->container == op) 1051 if (tmp->container == this)
1239 { 1052 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1054 tmp->container = 0;
1242 } 1055 }
1243 1056
1244 tmp->contr->socket.update_look = 1; 1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1245 } 1059 }
1246 1060
1247 /* See if player moving off should effect something */ 1061 /* 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)) 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1065 {
1250 move_apply (tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1251 1067
1252 if (was_destroyed (op, tag)) 1068 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1070 }
1257 1071
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1260 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1261 tmp->above = NULL; 1075 tmp->above = 0;
1262 1076
1263 last = tmp; 1077 last = tmp;
1264 } 1078 }
1265 1079
1266 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1082 if (!last)
1268 { 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
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 1084 else
1278 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1279 1086
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1282 } 1089 }
1283} 1090}
1284 1091
1285/* 1092/*
1286 * merge_ob(op,top): 1093 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1096 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1099 */
1293
1294object * 1100object *
1295merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1296{ 1102{
1297 if (!op->nrof) 1103 if (!op->nrof)
1298 return 0; 1104 return 0;
1299 1105
1300 if (top == NULL) 1106 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1302 1109
1303 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1304 { 1111 {
1305 if (top == op) 1112 if (top == op)
1306 continue; 1113 continue;
1307 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1308 { 1116 {
1309 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1310 1118
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1121 op->destroy ();
1314 free_object (op);
1315 return top; 1122 return top;
1316 } 1123 }
1317 } 1124 }
1318 1125
1319 return NULL; 1126 return 0;
1320} 1127}
1321 1128
1322/* 1129/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1325 */ 1132 */
1326object * 1133object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1135{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1137 {
1336 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1337 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1338 } 1140 }
1339 1141
1358 * Return value: 1160 * Return value:
1359 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1163 * just 'op' otherwise
1362 */ 1164 */
1363
1364object * 1165object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1167{
1367 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1368 sint16 x, y; 1169 sint16 x, y;
1369 1170
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1171 if (QUERY_FLAG (op, FLAG_FREED))
1371 { 1172 {
1372 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL; 1174 return NULL;
1374 } 1175 }
1375 1176
1376 if (m == NULL) 1177 if (!m)
1377 { 1178 {
1378 dump_object (op); 1179 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1380 return op; 1182 return op;
1381 } 1183 }
1382 1184
1383 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1384 { 1186 {
1385 dump_object (op); 1187 char *dump = dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1387#ifdef MANY_CORES 1189#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1190 /* 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 1191 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1192 * improperly inserted.
1391 */ 1193 */
1392 abort (); 1194 abort ();
1393#endif 1195#endif
1196 free (dump);
1394 return op; 1197 return op;
1395 } 1198 }
1396 1199
1397 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 { 1201 {
1399 dump_object (op); 1202 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1401 return op; 1205 return op;
1402 } 1206 }
1403 1207
1404 if (op->more != NULL) 1208 if (op->more)
1405 { 1209 {
1406 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1407 1211
1408 object *more = op->more; 1212 object *more = op->more;
1409 1213
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 { 1230 {
1427 if (!op->head) 1231 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1233
1430 return NULL; 1234 return 0;
1431 } 1235 }
1432 } 1236 }
1433 1237
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1239
1442 y = op->y; 1246 y = op->y;
1443 1247
1444 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1445 */ 1249 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1449 { 1253 {
1450 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1255 tmp->destroy ();
1452 free_object (tmp);
1453 } 1256 }
1454 1257
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1260
1470 op->below = originator->below; 1273 op->below = originator->below;
1471 1274
1472 if (op->below) 1275 if (op->below)
1473 op->below->above = op; 1276 op->below->above = op;
1474 else 1277 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1476 1279
1477 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1478 originator->below = op; 1281 originator->below = op;
1479 } 1282 }
1480 else 1283 else
1481 { 1284 {
1482 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484 { 1287 {
1485 object *last = NULL; 1288 object *last = 0;
1486 1289
1487 /* 1290 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1293 * 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 1297 * 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 1298 * 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 1299 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1498 */ 1301 */
1499
1500 while (top != NULL) 1302 while (top)
1501 { 1303 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1305 floor = top;
1504 1306
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 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 1328 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1330 * stacking is a bit odd.
1529 */ 1331 */
1530 if (!(flag & INS_ON_TOP) && 1332 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)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 { 1334 {
1533 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1337 break;
1536 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559 1361
1560 if (op->above) 1362 if (op->above)
1561 op->above->below = op; 1363 op->above->below = op;
1562 1364
1563 op->below = NULL; 1365 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1565 } 1367 }
1566 else 1368 else
1567 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1568 op->above = top->above; 1370 op->above = top->above;
1569 1371
1572 1374
1573 op->below = top; 1375 op->below = top;
1574 top->above = op; 1376 top->above = op;
1575 } 1377 }
1576 1378
1577 if (op->above == NULL) 1379 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1580 1382
1581 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1582 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1583 1389
1584 /* If we have a floor, we know the player, if any, will be above 1390 /* 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. 1391 * it, so save a few ticks and start from there.
1586 */ 1392 */
1587 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1589 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1591 1397
1592 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1399 * 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 1400 * 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 1401 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1599 * of effect may be sufficient. 1405 * of effect may be sufficient.
1600 */ 1406 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1603 1409
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1606 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1607 /* Don't know if moving this to the end will break anything. However, 1415 /* 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. 1416 * we want to have floorbox_update called before calling this.
1609 * 1417 *
1610 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1421 * update_object().
1615 1423
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* 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) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1426 {
1619 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1620 return NULL; 1428 return 0;
1621 1429
1622 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1431 * walk on's.
1624 */ 1432 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1627 return NULL; 1435 return 0;
1628 } 1436 }
1629 1437
1630 return op; 1438 return op;
1631} 1439}
1632 1440
1633/* this function inserts an object in the map, but if it 1441/* 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. 1442 * 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. 1443 * op is the object to insert it under: supplies x and the map.
1636 */ 1444 */
1637void 1445void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1447{
1640 object * 1448 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1449
1645 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1646 1451
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1454 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1455
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1457
1658 tmp1->x = op->x; 1458 tmp1->x = op->x;
1659 tmp1->y = op->y; 1459 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1661} 1467}
1662 1468
1663/* 1469/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * 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 1471 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1474 * global static errmsg array.
1669 */ 1475 */
1670
1671object * 1476object *
1672get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1673{ 1478{
1674 object * 1479 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1481
1679 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1680 { 1483 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1485 return NULL;
1683 } 1486 }
1684 1487
1685 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1686 1489
1687 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1688 { 1491 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) 1492 else if (!is_removed)
1694 { 1493 {
1695 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1717 1516
1718object * 1517object *
1719decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1720{ 1519{
1721 object *tmp; 1520 object *tmp;
1722 player *pl;
1723 1521
1724 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1523 return op;
1726 1524
1727 if (i > op->nrof) 1525 if (i > op->nrof)
1728 i = op->nrof; 1526 i = op->nrof;
1729 1527
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1529 op->nrof -= i;
1732 else if (op->env != NULL) 1530 else if (op->env)
1733 { 1531 {
1734 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1735 * therein? 1533 * therein?
1736 */ 1534 */
1737 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1540 * and then searching the map for a player.
1743 */ 1541 */
1744 if (!tmp) 1542 if (!tmp)
1745 { 1543 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1748 break; 1547 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1548 }
1754 1549
1755 if (i < op->nrof) 1550 if (i < op->nrof)
1756 { 1551 {
1757 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1553 op->nrof -= i;
1759 if (tmp) 1554 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1762 }
1763 } 1556 }
1764 else 1557 else
1765 { 1558 {
1766 remove_ob (op); 1559 op->remove ();
1767 op->nrof = 0; 1560 op->nrof = 0;
1768 if (tmp) 1561 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1563 }
1773 } 1564 }
1774 else 1565 else
1775 { 1566 {
1776 object *above = op->above; 1567 object *above = op->above;
1777 1568
1778 if (i < op->nrof) 1569 if (i < op->nrof)
1779 op->nrof -= i; 1570 op->nrof -= i;
1780 else 1571 else
1781 { 1572 {
1782 remove_ob (op); 1573 op->remove ();
1783 op->nrof = 0; 1574 op->nrof = 0;
1784 } 1575 }
1785 1576
1786 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1789 { 1580 {
1790 if (op->nrof) 1581 if (op->nrof)
1791 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1792 else 1583 else
1796 1587
1797 if (op->nrof) 1588 if (op->nrof)
1798 return op; 1589 return op;
1799 else 1590 else
1800 { 1591 {
1801 free_object (op); 1592 op->destroy ();
1802 return NULL; 1593 return 0;
1803 } 1594 }
1804} 1595}
1805 1596
1806/* 1597/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1819 op->carrying += weight; 1610 op->carrying += weight;
1820 op = op->env; 1611 op = op->env;
1821 } 1612 }
1822} 1613}
1823 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1824/* 1635/*
1825 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1826 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1827 * inside the object environment. 1638 * inside the object environment.
1828 * 1639 *
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 1640 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1836 */ 1642 */
1837 1643
1838object * 1644object *
1839insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1840{ 1646{
1841 object * 1647 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1648
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1650 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 1651
1865 if (op->more) 1652 if (op->more)
1866 { 1653 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1655 return op;
1870 1657
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1660 if (op->nrof)
1874 { 1661 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1877 { 1664 {
1878 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1666 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1883 */ 1670 */
1884 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1887 op = tmp; 1674 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1677 break;
1891 } 1678 }
1892 1679
1893 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1682 * (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 1683 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1684 * the linking below
1898 */ 1685 */
1899 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1900 } 1687 }
1901 else 1688 else
1902 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1903 1690
1904 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1694 otmp->update_stats ();
1909 }
1910 1695
1911 op->map = NULL; 1696 op->map = 0;
1912 op->env = where; 1697 op->env = this;
1913 op->above = NULL; 1698 op->above = 0;
1914 op->below = NULL; 1699 op->below = 0;
1915 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1916 1701
1917 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1919 { 1704 {
1920#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1925 } 1710 }
1926 1711
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1713 * It sure simplifies this function...
1929 */ 1714 */
1930 if (where->inv == NULL) 1715 if (!inv)
1931 where->inv = op; 1716 inv = op;
1932 else 1717 else
1933 { 1718 {
1934 op->below = where->inv; 1719 op->below = inv;
1935 op->below->above = op; 1720 op->below->above = op;
1936 where->inv = op; 1721 inv = op;
1937 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1938 return op; 1726 return op;
1939} 1727}
1940 1728
1941/* 1729/*
1942 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1956 * 1744 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * 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 1746 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1747 * on top.
1960 */ 1748 */
1961
1962int 1749int
1963check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1964{ 1751{
1965 object * 1752 object *tmp;
1966 tmp; 1753 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1754 int x = op->x, y = op->y;
1973 1755
1974 MoveType 1756 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1757
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1759 return 0;
1981
1982 tag = op->count;
1983 1760
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1761 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); 1762 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); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1764
2003 1780
2004 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
2006 */ 1783 */
2007 1784
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2009 { 1786 {
2010 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1789 * we don't need to check all of them.
2013 */ 1790 */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 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)) 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1827 {
2051 move_apply (tmp, op, originator); 1828 move_apply (tmp, op, originator);
2052 1829
2053 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
2054 return 1; 1831 return 1;
2055 1832
2056 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
2068/* 1845/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2072 */ 1849 */
2073
2074object * 1850object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1852{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
2081 { 1854 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1856 return NULL;
2084 } 1857 }
1858
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2086 if (tmp->arch == at) 1860 if (tmp->arch == at)
2087 return tmp; 1861 return tmp;
1862
2088 return NULL; 1863 return NULL;
2089} 1864}
2090 1865
2091/* 1866/*
2092 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
2095 */ 1870 */
2096
2097object * 1871object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
2099{ 1873{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
2104 { 1875 {
2105 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1877 return NULL;
2107 } 1878 }
1879
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2109 if (tmp->type == type) 1881 if (tmp->type == type)
2110 return tmp; 1882 return tmp;
1883
2111 return NULL; 1884 return NULL;
2112} 1885}
2113 1886
2114/* 1887/*
2115 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2118 */ 1891 */
2119
2120object * 1892object *
2121present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2122{ 1894{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1896 if (tmp->type == type)
2128 return tmp; 1897 return tmp;
1898
2129 return NULL; 1899 return NULL;
2130} 1900}
2131 1901
2132/* 1902/*
2133 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1911 * 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 1912 * 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 1913 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1914 * to be unique.
2145 */ 1915 */
2146
2147object * 1916object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1918{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1921 return tmp;
2157 } 1922
2158 return NULL; 1923 return 0;
2159} 1924}
2160 1925
2161/* 1926/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2165 */ 1930 */
2166
2167object * 1931object *
2168present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2169{ 1933{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1935 if (tmp->arch == at)
2175 return tmp; 1936 return tmp;
1937
2176 return NULL; 1938 return NULL;
2177} 1939}
2178 1940
2179/* 1941/*
2180 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2181 */ 1943 */
2182void 1944void
2183flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2184{ 1946{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1947 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1949 {
2191 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2193 } 1952 }
2194} /* 1953}
1954
1955/*
2195 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2196 */ 1957 */
2197void 1958void
2198unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2199{ 1960{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1961 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1963 {
2206 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2208 } 1966 }
2209} 1967}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1972 * 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. 1973 * him/her-self and all object carried by a call to this function.
2216 */ 1974 */
2217
2218void 1975void
2219set_cheat (object *op) 1976set_cheat (object *op)
2220{ 1977{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * 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 1999 * 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 2000 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2001 * customized, changed states, etc.
2245 */ 2002 */
2246
2247int 2003int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 2005{
2250 int
2251 i,
2252 index = 0, flag; 2006 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2255 2008
2256 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2257 { 2010 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 2012 if (!flag)
2260 altern[index++] = i; 2013 altern [index++] = i;
2261 2014
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* 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. 2016 * 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 - 2017 * 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 2018 * 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 2019 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2269 */ 2022 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 2024 stop = maxfree[i];
2272 } 2025 }
2026
2273 if (!index) 2027 if (!index)
2274 return -1; 2028 return -1;
2029
2275 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2276} 2031}
2277 2032
2278/* 2033/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2036 * 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. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2038 */
2284
2285int 2039int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2041{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2044 return i;
2295 } 2045
2296 return -1; 2046 return -1;
2297} 2047}
2298 2048
2299/* 2049/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2053 */
2303static void 2054static void
2304permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2305{ 2056{
2306 int 2057 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2058 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2059
2317 tmp = arr[i]; 2060 while (--end)
2318 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2062}
2322 2063
2323/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2065 * 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 2066 * 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. 2069 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2070 */
2330void 2071void
2331get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2332{ 2073{
2333 int 2074 int i;
2334 i;
2335 2075
2336 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2077 search_arr[i] = i;
2339 }
2340 2078
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2082}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * 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 2092 * 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 2093 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2094 * there is capable of.
2357 */ 2095 */
2358
2359int 2096int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2098{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2365 2100
2366 sint16 nx, ny; 2101 sint16 nx, ny;
2367 object * 2102 object *tmp;
2368 tmp; 2103 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2104
2372 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2373 2106
2374 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2375 { 2108 {
2387 mp = m; 2120 mp = m;
2388 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2390 2123
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2392 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2127 max = maxfree[i];
2395 }
2396 else 2128 else
2397 { 2129 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2399 2133
2400 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2135 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2405 { 2137 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2139 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))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2141 break;
2411 } 2142
2412 }
2413 if (tmp) 2143 if (tmp)
2414 {
2415 return freedir[i]; 2144 return freedir[i];
2416 }
2417 } 2145 }
2418 } 2146 }
2419 } 2147 }
2148
2420 return 0; 2149 return 0;
2421} 2150}
2422 2151
2423/* 2152/*
2424 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2154 * distance between the two given objects.
2426 */ 2155 */
2427
2428int 2156int
2429distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2430{ 2158{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2160}
2437 2161
2438/* 2162/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * 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 2164 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2442 */ 2166 */
2443
2444int 2167int
2445find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2446{ 2169{
2447 int 2170 int q;
2448 q;
2449 2171
2450 if (y) 2172 if (y)
2451 q = x * 100 / y; 2173 q = x * 100 / y;
2452 else if (x) 2174 else if (x)
2453 q = -300 * x; 2175 q = -300 * x;
2488int 2210int
2489absdir (int d) 2211absdir (int d)
2490{ 2212{
2491 while (d < 1) 2213 while (d < 1)
2492 d += 8; 2214 d += 8;
2215
2493 while (d > 8) 2216 while (d > 8)
2494 d -= 8; 2217 d -= 8;
2218
2495 return d; 2219 return d;
2496} 2220}
2497 2221
2498/* 2222/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2501 */ 2225 */
2502 2226
2503int 2227int
2504dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2505{ 2229{
2506 int 2230 int d;
2507 d;
2508 2231
2509 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2510 if (d > 4) 2233 if (d > 4)
2511 d = 8 - d; 2234 d = 8 - d;
2235
2512 return d; 2236 return d;
2513} 2237}
2514 2238
2515/* peterm: 2239/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * 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 2243 * 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. 2244 * 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 2245 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2246 * functions.
2523 */ 2247 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2303 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2583 */ 2305 */
2584
2585
2586int 2306int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2308{
2589 sint16 dx, dy; 2309 sint16 dx, dy;
2590 int
2591 mflags; 2310 int mflags;
2592 2311
2593 if (dir < 0) 2312 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2595 2314
2596 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2609 return 0; 2328 return 0;
2610 2329
2611 /* yes, can see. */ 2330 /* yes, can see. */
2612 if (dir < 9) 2331 if (dir < 9)
2613 return 1; 2332 return 1;
2333
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 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]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2337}
2617
2618
2619 2338
2620/* 2339/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2340 * 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 2341 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (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)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2356}
2638 2357
2639
2640/* 2358/*
2641 * create clone from object to another 2359 * create clone from object to another
2642 */ 2360 */
2643object * 2361object *
2644object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2645{ 2363{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2365
2649 if (!asrc) 2366 if (!asrc)
2650 return NULL; 2367 return 0;
2368
2651 src = asrc; 2369 src = asrc;
2652 if (src->head) 2370 if (src->head)
2653 src = src->head; 2371 src = src->head;
2654 2372
2655 prev = NULL; 2373 prev = 0;
2656 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2657 { 2375 {
2658 tmp = get_object (); 2376 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2377 tmp->x -= src->x;
2661 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2662 if (!part->head) 2380 if (!part->head)
2663 { 2381 {
2664 dst = tmp; 2382 dst = tmp;
2665 tmp->head = NULL; 2383 tmp->head = 0;
2666 } 2384 }
2667 else 2385 else
2668 {
2669 tmp->head = dst; 2386 tmp->head = dst;
2670 } 2387
2671 tmp->more = NULL; 2388 tmp->more = 0;
2389
2672 if (prev) 2390 if (prev)
2673 prev->more = tmp; 2391 prev->more = tmp;
2392
2674 prev = tmp; 2393 prev = tmp;
2675 } 2394 }
2676 2395
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2398
2683 return dst; 2399 return dst;
2684} 2400}
2685 2401
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. */ 2402/* 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 */ 2403/* 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, */ 2404/* 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. */ 2405/* 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. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2706
2707object * 2408object *
2708load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2709{ 2410{
2710 object * 2411 object *op;
2711 op;
2712 char
2713 filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2714 2413
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716 2415
2717 FILE *
2718 tempfile = fopen (filename, "w"); 2416 FILE *tempfile = fopen (filename, "w");
2719 2417
2720 if (tempfile == NULL) 2418 if (tempfile == NULL)
2721 { 2419 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL; 2421 return NULL;
2724 }; 2422 }
2423
2725 fprintf (tempfile, obstr); 2424 fprintf (tempfile, obstr);
2726 fclose (tempfile); 2425 fclose (tempfile);
2727 2426
2728 op = get_object (); 2427 op = object::create ();
2729 2428
2730 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2731 2430
2732 if (thawer) 2431 if (thawer)
2733 load_object (thawer, op, 0); 2432 load_object (thawer, op, 0);
2743 * returns NULL if no match. 2442 * returns NULL if no match.
2744 */ 2443 */
2745object * 2444object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2446{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2449 return tmp;
2754 2450
2755 return NULL; 2451 return 0;
2756} 2452}
2757 2453
2758/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2455 * otherwise return NULL.
2760 * 2456 *
2762 * do the desired thing. 2458 * do the desired thing.
2763 */ 2459 */
2764key_value * 2460key_value *
2765get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2766{ 2462{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2464 if (link->key == key)
2773 {
2774 return link; 2465 return link;
2775 }
2776 }
2777 2466
2778 return NULL; 2467 return 0;
2779} 2468}
2780 2469
2781/* 2470/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2472 *
2786 * The returned string is shared. 2475 * The returned string is shared.
2787 */ 2476 */
2788const char * 2477const char *
2789get_ob_key_value (const object *op, const char *const key) 2478get_ob_key_value (const object *op, const char *const key)
2790{ 2479{
2791 key_value * 2480 key_value *link;
2792 link; 2481 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2482
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2483 if (!canonical_key)
2799 { 2484 {
2800 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2489 */
2805 return NULL; 2490 return 0;
2806 } 2491 }
2807 2492
2808 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2810 */ 2495 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2496 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2497 if (link->key == canonical_key)
2814 {
2815 return link->value; 2498 return link->value;
2816 } 2499
2817 }
2818 return NULL; 2500 return 0;
2819} 2501}
2820 2502
2821 2503
2822/* 2504/*
2823 * Updates the canonical_key in op to value. 2505 * Updates the canonical_key in op to value.
2830 * Returns TRUE on success. 2512 * Returns TRUE on success.
2831 */ 2513 */
2832int 2514int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2516{
2835 key_value *
2836 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2837 2518
2838 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2520 {
2840 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2841 { 2522 {
2869 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2870 2551
2871 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2872 2553
2873 if (!add_key) 2554 if (!add_key)
2874 {
2875 return FALSE; 2555 return FALSE;
2876 } 2556
2877 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2881 * should pass in "" 2561 * should pass in ""
2908{ 2588{
2909 shstr key_ (key); 2589 shstr key_ (key);
2910 2590
2911 return set_ob_key_value_s (op, key_, value, add_key); 2591 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2592}
2593
2594object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container)
2596{
2597 while (item->inv)
2598 item = item->inv;
2599}
2600
2601void
2602object::depth_iterator::next ()
2603{
2604 if (item->below)
2605 {
2606 item = item->below;
2607
2608 while (item->inv)
2609 item = item->inv;
2610 }
2611 else
2612 item = item->env;
2613}
2614
2615// return a suitable string describing an objetc in enough detail to find it
2616const char *
2617object::debug_desc (char *info) const
2618{
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635}
2636
2637const char *
2638object::debug_desc () const
2639{
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642}
2643

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