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Comparing deliantra/server/common/object.C (file contents):
Revision 1.60 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
104 _exit (1); 107 _exit (1);
105 } 108 }
106 109
107 uuid.seq = uid; 110 uuid.seq = uid;
108 write_uuid (); 111 write_uuid ();
109 LOG (llevDebug, "read UID: %" I64_PFd "\n", uid); 112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 113 fclose (fp);
111} 114}
112 115
113UUID 116UUID
114gen_uuid () 117gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
141 */ 144 */
142 145
143 /* For each field in wants, */ 146 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 148 {
146 key_value *has_field; 149 key_value *has_field;
147 150
148 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
183 * 186 *
184 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
187 * 190 *
188 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
189 * 192 *
190 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
191 * check weight 194 * check weight
192 */ 195 */
193
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
279 277
280 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
282 * check? 280 * check?
283 */ 281 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 283 return 0;
286 284
287 switch (ob1->type) 285 switch (ob1->type)
288 { 286 {
289 case SCROLL: 287 case SCROLL:
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
555 487
556 if (is_freed) 488 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
558 490
559 if (is_removed) 491 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
561 493
562 if (op2->speed < 0) 494 if (speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
564 496
565 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
566 if (op2->key_values) 498 if (key_values)
567 { 499 {
568 key_value *tail = 0; 500 key_value *tail = 0;
569 key_value *i; 501 key_value *i;
570 502
571 op->key_values = 0; 503 dst->key_values = 0;
572 504
573 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
574 { 506 {
575 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
576 508
577 new_link->next = 0; 509 new_link->next = 0;
578 new_link->key = i->key; 510 new_link->key = i->key;
579 new_link->value = i->value; 511 new_link->value = i->value;
580 512
581 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
582 if (!op->key_values) 514 if (!dst->key_values)
583 { 515 {
584 op->key_values = new_link; 516 dst->key_values = new_link;
585 tail = new_link; 517 tail = new_link;
586 } 518 }
587 else 519 else
588 { 520 {
589 tail->next = new_link; 521 tail->next = new_link;
590 tail = new_link; 522 tail = new_link;
591 } 523 }
592 } 524 }
593 } 525 }
594 526
595 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
596} 536}
597 537
598/* 538/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
602 */ 542 */
603
604void 543void
605update_turn_face (object *op) 544update_turn_face (object *op)
606{ 545{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 547 return;
548
609 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
611} 551}
612 552
613/* 553/*
614 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
617 */ 557 */
618void 558void
619update_ob_speed (object *op) 559object::set_speed (float speed)
620{ 560{
621 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 562 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 564 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 565 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 566
646 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 568
650 if (op->active_next != NULL) 569 if (has_active_speed ())
651 op->active_next->active_prev = op; 570 activate ();
652
653 active_objects = op;
654 }
655 else 571 else
656 { 572 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 573}
680 574
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 575/*
713 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 579 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
720 * 583 *
721 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 585 * current action are:
727 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
732 */ 591 */
733
734void 592void
735update_object (object *op, int action) 593update_object (object *op, int action)
736{ 594{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
739 596
740 if (op == NULL) 597 if (op == NULL)
741 { 598 {
742 /* this should never happen */ 599 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 601 return;
745 } 602 }
746 603
747 if (op->env != NULL) 604 if (op->env)
748 { 605 {
749 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
750 * to do in this case. 607 * to do in this case.
751 */ 608 */
752 return; 609 return;
757 */ 614 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 616 return;
760 617
761 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 620 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 622#ifdef MANY_CORES
766 abort (); 623 abort ();
767#endif 624#endif
768 return; 625 return;
769 } 626 }
770 627
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
778 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
779 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 645 * to have move_allow right now.
803 */ 646 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 649 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 650 }
810
811 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 653 * that is being removed.
814 */ 654 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 656 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
819 else 659 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 661
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 662 if (op->more)
829 update_object (op->more, action); 663 update_object (op->more, action);
830} 664}
831 665
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first; 666object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847 667
848object::object () 668object::object ()
849{ 669{
850 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
851 671
883 703
884 prev = 0; 704 prev = 0;
885 next = 0; 705 next = 0;
886} 706}
887 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
888object *object::create () 842object *object::create ()
889{ 843{
890 object *op = new object; 844 object *op = new object;
891 op->link (); 845 op->link ();
892 return op; 846 return op;
893} 847}
894 848
895/* 849void
896 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 851{
907 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
908 return; 862 return;
909 863
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
911 remove_friendly_object (this);
912 865
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
914 remove_ob (this);
915 867
916 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
917 869
918 if (more) 870 destroy_inv (true);
919 { 871 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923
924 if (inv)
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 872
966 // hack to ensure that freed objects still have a valid map 873 // hack to ensure that freed objects still have a valid map
967 { 874 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 875 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 876
973 880
974 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 882 freed_map->width = 3;
976 freed_map->height = 3; 883 freed_map->height = 3;
977 884
978 freed_map->allocate (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
979 } 887 }
980 888
981 map = freed_map; 889 map = freed_map;
982 x = 1; 890 x = 1;
983 y = 1; 891 y = 1;
984 } 892 }
985 893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
986 // clear those pointers that likely might have circular references to us 902 // clear those pointers that likely might have circular references to us
987 owner = 0; 903 owner = 0;
988 enemy = 0; 904 enemy = 0;
989 attacked_by = 0; 905 attacked_by = 0;
990 906
991 // only relevant for players(?), but make sure of it anyways 907 // only relevant for players(?), but make sure of it anyways
992 contr = 0; 908 contr = 0;
909}
993 910
994 /* Remove object from the active list */ 911void
995 speed = 0; 912object::destroy (bool destroy_inventory)
996 update_ob_speed (this); 913{
914 if (destroyed ())
915 return;
997 916
998 unlink (); 917 if (destroy_inventory)
918 destroy_inv (false);
999 919
1000 mortals.push_back (this); 920 attachable::destroy ();
1001} 921}
1002 922
1003/* 923/*
1004 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1015 op->carrying -= weight; 935 op->carrying -= weight;
1016 op = op->env; 936 op = op->env;
1017 } 937 }
1018} 938}
1019 939
1020/* remove_ob(op): 940/* op->remove ():
1021 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 945 * the previous environment.
1029object::remove () 949object::remove ()
1030{ 950{
1031 object *tmp, *last = 0; 951 object *tmp, *last = 0;
1032 object *otmp; 952 object *otmp;
1033 953
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 955 return;
1038 956
1039 SET_FLAG (this, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1040 959
1041 if (more) 960 if (more)
1042 more->remove (); 961 more->remove ();
1043 962
1044 /* 963 /*
1054 973
1055 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 976 * to save cpu time.
1058 */ 977 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 979 otmp->update_stats ();
1061 980
1062 if (above != NULL) 981 if (above)
1063 above->below = below; 982 above->below = below;
1064 else 983 else
1065 env->inv = below; 984 env->inv = below;
1066 985
1067 if (below != NULL) 986 if (below)
1068 below->above = above; 987 below->above = above;
1069 988
1070 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1076 above = 0, below = 0; 995 above = 0, below = 0;
1077 env = 0; 996 env = 0;
1078 } 997 }
1079 else if (map) 998 else if (map)
1080 { 999 {
1081 /* Re did the following section of code - it looks like it had 1000 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1084 1007
1085 /* link the object above us */ 1008 /* link the object above us */
1086 if (above) 1009 if (above)
1087 above->below = below; 1010 above->below = below;
1088 else 1011 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1090 1013
1091 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1092 if (below) 1015 if (below)
1093 below->above = above; 1016 below->above = above;
1094 else 1017 else
1106 dump = dump_object (GET_MAP_OB (map, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump); 1030 LOG (llevError, "%s\n", dump);
1108 free (dump); 1031 free (dump);
1109 } 1032 }
1110 1033
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1112 } 1035 }
1113 1036
1114 above = 0; 1037 above = 0;
1115 below = 0; 1038 below = 0;
1116 1039
1117 if (map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1118 return; 1041 return;
1119 1042
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1044
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1123 { 1046 {
1124 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1125 * being removed. 1048 * being removed.
1126 */ 1049 */
1127 1050
1131 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1132 * appropriately. 1055 * appropriately.
1133 */ 1056 */
1134 if (tmp->container == this) 1057 if (tmp->container == this)
1135 { 1058 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1137 tmp->container = 0; 1060 tmp->container = 0;
1138 } 1061 }
1139 1062
1140 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1141 } 1065 }
1142 1066
1143 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1144 if (check_walk_off 1068 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1071 {
1148 move_apply (tmp, this, 0); 1072 move_apply (tmp, this, 0);
1150 if (destroyed ()) 1074 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1076 }
1153 1077
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1156 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1157 tmp->above = 0; 1081 tmp->above = 0;
1158 1082
1159 last = tmp; 1083 last = tmp;
1160 } 1084 }
1161 1085
1162 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1088 if (!last)
1164 { 1089 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1090 else
1174 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1175 1092
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1178 } 1095 }
1179} 1096}
1180 1097
1181/* 1098/*
1190merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1191{ 1108{
1192 if (!op->nrof) 1109 if (!op->nrof)
1193 return 0; 1110 return 0;
1194 1111
1195 if (top == NULL) 1112 if (top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1197 1115
1198 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1199 { 1117 {
1200 if (top == op) 1118 if (top == op)
1201 continue; 1119 continue;
1202 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1203 { 1122 {
1204 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1205 1124
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob (op); 1127 op->destroy ();
1209 free_object (op);
1210 return top; 1128 return top;
1211 } 1129 }
1212 } 1130 }
1213 1131
1214 return 0; 1132 return 0;
1219 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1220 */ 1138 */
1221object * 1139object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1141{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1143 {
1231 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1232 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1233 } 1146 }
1234 1147
1253 * Return value: 1166 * Return value:
1254 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1169 * just 'op' otherwise
1257 */ 1170 */
1258
1259object * 1171object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1173{
1262 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1263 sint16 x, y; 1175 sint16 x, y;
1266 { 1178 {
1267 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL; 1180 return NULL;
1269 } 1181 }
1270 1182
1271 if (m == NULL) 1183 if (!m)
1272 { 1184 {
1273 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump); 1187 free (dump);
1276 return op; 1188 return op;
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump); 1210 free (dump);
1299 return op; 1211 return op;
1300 } 1212 }
1301 1213
1302 if (op->more != NULL) 1214 if (op->more)
1303 { 1215 {
1304 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1305 1217
1306 object *more = op->more; 1218 object *more = op->more;
1307 1219
1308 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1309 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1312 */ 1224 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map) 1227 else if (!more->map)
1316 { 1228 {
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 { 1236 {
1325 if (!op->head) 1237 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327 1239
1328 return NULL; 1240 return 0;
1329 } 1241 }
1330 } 1242 }
1331 1243
1332 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1245
1340 y = op->y; 1252 y = op->y;
1341 1253
1342 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1343 */ 1255 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1347 { 1259 {
1348 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1261 tmp->destroy ();
1350 free_object (tmp);
1351 } 1262 }
1352 1263
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1266
1368 op->below = originator->below; 1279 op->below = originator->below;
1369 1280
1370 if (op->below) 1281 if (op->below)
1371 op->below->above = op; 1282 op->below->above = op;
1372 else 1283 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1374 1285
1375 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1376 originator->below = op; 1287 originator->below = op;
1377 } 1288 }
1378 else 1289 else
1379 { 1290 {
1380 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 { 1293 {
1383 object *last = NULL; 1294 object *last = 0;
1384 1295
1385 /* 1296 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1396 */ 1307 */
1397
1398 while (top != NULL) 1308 while (top)
1399 { 1309 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1311 floor = top;
1402 1312
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1424 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1336 * stacking is a bit odd.
1427 */ 1337 */
1428 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1340 {
1431 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1343 break;
1434 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457 1367
1458 if (op->above) 1368 if (op->above)
1459 op->above->below = op; 1369 op->above->below = op;
1460 1370
1461 op->below = NULL; 1371 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1463 } 1373 }
1464 else 1374 else
1465 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1466 op->above = top->above; 1376 op->above = top->above;
1467 1377
1470 1380
1471 op->below = top; 1381 op->below = top;
1472 top->above = op; 1382 top->above = op;
1473 } 1383 }
1474 1384
1475 if (op->above == NULL) 1385 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1478 1388
1479 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1480 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1481 1397
1482 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1484 */ 1400 */
1485 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1488 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1489 1405
1490 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1413 * of effect may be sufficient.
1498 */ 1414 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1501 1417
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1504 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1505 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1507 * 1425 *
1508 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1429 * update_object().
1513 1431
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1434 {
1517 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1518 return NULL; 1436 return 0;
1519 1437
1520 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1439 * walk on's.
1522 */ 1440 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1525 return NULL; 1443 return 0;
1526 } 1444 }
1527 1445
1528 return op; 1446 return op;
1529} 1447}
1530 1448
1531/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1534 */ 1452 */
1535void 1453void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1455{
1538 object * 1456 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1457
1543 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1544 1459
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 { 1462 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1463
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1465
1556 tmp1->x = op->x; 1466 tmp1->x = op->x;
1557 tmp1->y = op->y; 1467 tmp1->y = op->y;
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1559} 1475}
1560 1476
1561/* 1477/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array. 1482 * global static errmsg array.
1567 */ 1483 */
1568
1569object * 1484object *
1570get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1571{ 1486{
1572 object * 1487 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1489
1577 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1578 { 1491 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL; 1493 return NULL;
1581 } 1494 }
1582 1495
1583 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1584 1497
1585 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1586 { 1499 orig_ob->destroy (1);
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed) 1500 else if (!is_removed)
1592 { 1501 {
1593 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1615 1524
1616object * 1525object *
1617decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1618{ 1527{
1619 object *tmp; 1528 object *tmp;
1620 player *pl;
1621 1529
1622 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1623 return op; 1531 return op;
1624 1532
1625 if (i > op->nrof) 1533 if (i > op->nrof)
1626 i = op->nrof; 1534 i = op->nrof;
1627 1535
1628 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i; 1537 op->nrof -= i;
1630 else if (op->env != NULL) 1538 else if (op->env)
1631 { 1539 {
1632 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1633 * therein? 1541 * therein?
1634 */ 1542 */
1635 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1636 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player. 1548 * and then searching the map for a player.
1641 */ 1549 */
1642 if (!tmp) 1550 if (!tmp)
1643 { 1551 for_all_players (pl)
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1646 break; 1555 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 } 1556 }
1652 1557
1653 if (i < op->nrof) 1558 if (i < op->nrof)
1654 { 1559 {
1655 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i; 1561 op->nrof -= i;
1657 if (tmp) 1562 if (tmp)
1658 {
1659 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1660 }
1661 } 1564 }
1662 else 1565 else
1663 { 1566 {
1664 remove_ob (op); 1567 op->remove ();
1665 op->nrof = 0; 1568 op->nrof = 0;
1666 if (tmp) 1569 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1669 }
1670 } 1571 }
1671 } 1572 }
1672 else 1573 else
1673 { 1574 {
1674 object *above = op->above; 1575 object *above = op->above;
1675 1576
1676 if (i < op->nrof) 1577 if (i < op->nrof)
1677 op->nrof -= i; 1578 op->nrof -= i;
1678 else 1579 else
1679 { 1580 {
1680 remove_ob (op); 1581 op->remove ();
1681 op->nrof = 0; 1582 op->nrof = 0;
1682 } 1583 }
1683 1584
1684 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1686 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1687 { 1588 {
1688 if (op->nrof) 1589 if (op->nrof)
1689 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1690 else 1591 else
1694 1595
1695 if (op->nrof) 1596 if (op->nrof)
1696 return op; 1597 return op;
1697 else 1598 else
1698 { 1599 {
1699 free_object (op); 1600 op->destroy ();
1700 return NULL; 1601 return 0;
1701 } 1602 }
1702} 1603}
1703 1604
1704/* 1605/*
1705 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1767 if (op->nrof) 1668 if (op->nrof)
1768 { 1669 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1771 { 1672 {
1772 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1674 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1793 add_weight (this, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1794 } 1695 }
1795 else 1696 else
1796 add_weight (this, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1797 1698
1798 otmp = is_player_inv (this); 1699 otmp = this->in_player ();
1799 if (otmp && otmp->contr) 1700 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp); 1702 otmp->update_stats ();
1802 1703
1803 op->map = NULL; 1704 op->map = 0;
1804 op->env = this; 1705 op->env = this;
1805 op->above = NULL; 1706 op->above = 0;
1806 op->below = NULL; 1707 op->below = 0;
1807 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1808 1709
1809 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1711 if ((op->glow_radius != 0) && map)
1811 { 1712 {
1812#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map)) 1716 if (map->darkness)
1816 update_all_los (map, x, y); 1717 update_all_los (map, x, y);
1817 } 1718 }
1818 1719
1819 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1820 * It sure simplifies this function... 1721 * It sure simplifies this function...
1825 { 1726 {
1826 op->below = inv; 1727 op->below = inv;
1827 op->below->above = op; 1728 op->below->above = op;
1828 inv = op; 1729 inv = op;
1829 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1830 1733
1831 return op; 1734 return op;
1832} 1735}
1833 1736
1834/* 1737/*
1849 * 1752 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1851 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1755 * on top.
1853 */ 1756 */
1854
1855int 1757int
1856check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1857{ 1759{
1858 object *tmp; 1760 object *tmp;
1859 maptile *m = op->map; 1761 maptile *m = op->map;
1886 1788
1887 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1889 */ 1791 */
1890 1792
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 { 1794 {
1893 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1797 * we don't need to check all of them.
1896 */ 1798 */
1951/* 1853/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1955 */ 1857 */
1956
1957object * 1858object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1860{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1964 { 1862 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1864 return NULL;
1967 } 1865 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1969 if (tmp->arch == at) 1868 if (tmp->arch == at)
1970 return tmp; 1869 return tmp;
1870
1971 return NULL; 1871 return NULL;
1972} 1872}
1973 1873
1974/* 1874/*
1975 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1978 */ 1878 */
1979
1980object * 1879object *
1981present (unsigned char type, maptile *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
1982{ 1881{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
1987 { 1883 {
1988 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1885 return NULL;
1990 } 1886 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1889 if (tmp->type == type)
1993 return tmp; 1890 return tmp;
1891
1994 return NULL; 1892 return NULL;
1995} 1893}
1996 1894
1997/* 1895/*
1998 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2001 */ 1899 */
2002
2003object * 1900object *
2004present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2005{ 1902{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1904 if (tmp->type == type)
2011 return tmp; 1905 return tmp;
1906
2012 return NULL; 1907 return NULL;
2013} 1908}
2014 1909
2015/* 1910/*
2016 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2025 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2026 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1922 * to be unique.
2028 */ 1923 */
2029
2030object * 1924object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1926{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1929 return tmp;
2040 } 1930
2041 return NULL; 1931 return 0;
2042} 1932}
2043 1933
2044/* 1934/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2048 */ 1938 */
2049
2050object * 1939object *
2051present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2052{ 1941{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 if (tmp->arch == at) 1943 if (tmp->arch == at)
2058 return tmp; 1944 return tmp;
1945
2059 return NULL; 1946 return NULL;
2060} 1947}
2061 1948
2062/* 1949/*
2063 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2064 */ 1951 */
2065void 1952void
2066flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2067{ 1954{
2068 object *
2069 tmp;
2070
2071 if (op->inv) 1955 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2073 { 1957 {
2074 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2076 } 1960 }
2077} /* 1961}
1962
1963/*
2078 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2079 */ 1965 */
2080void 1966void
2081unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2082{ 1968{
2083 object *
2084 tmp;
2085
2086 if (op->inv) 1969 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2088 { 1971 {
2089 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2091 } 1974 }
2092} 1975}
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2099 */ 1982 */
2100
2101void 1983void
2102set_cheat (object *op) 1984set_cheat (object *op)
2103{ 1985{
2104 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2124 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2125 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2126 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 2009 * customized, changed states, etc.
2128 */ 2010 */
2129
2130int 2011int
2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{ 2013{
2133 int
2134 i,
2135 index = 0, flag; 2014 int index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2138 2016
2139 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2140 { 2018 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2142 if (!flag) 2020 if (!flag)
2143 altern[index++] = i; 2021 altern [index++] = i;
2144 2022
2145 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2146 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2147 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2148 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2149 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2152 */ 2030 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2154 stop = maxfree[i]; 2032 stop = maxfree[i];
2155 } 2033 }
2034
2156 if (!index) 2035 if (!index)
2157 return -1; 2036 return -1;
2037
2158 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2159} 2039}
2160 2040
2161/* 2041/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2165 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 2046 */
2167
2168int 2047int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 2049{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2177 return i; 2052 return i;
2178 } 2053
2179 return -1; 2054 return -1;
2180} 2055}
2181 2056
2182/* 2057/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2061 */
2186static void 2062static void
2187permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2188{ 2064{
2189 int 2065 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2066 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2067
2200 tmp = arr[i]; 2068 while (--end)
2201 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2070}
2205 2071
2206/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2208 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2211 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2078 */
2213void 2079void
2214get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2215{ 2081{
2216 int 2082 int i;
2217 i;
2218 2083
2219 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2085 search_arr[i] = i;
2222 }
2223 2086
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2090}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2238 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2102 * there is capable of.
2240 */ 2103 */
2241
2242int 2104int
2243find_dir (maptile *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2106{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2248 2108
2249 sint16 nx, ny; 2109 sint16 nx, ny;
2250 object * 2110 object *tmp;
2251 tmp;
2252 maptile * 2111 maptile *mp;
2253 mp;
2254 2112
2255 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2256 2114
2257 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2258 { 2116 {
2270 mp = m; 2128 mp = m;
2271 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2272 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2273 2131
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2275 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2135 max = maxfree[i];
2278 }
2279 else 2136 else
2280 { 2137 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2282 2141
2283 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2284 {
2285 max = maxfree[i]; 2143 max = maxfree[i];
2286 }
2287 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2288 { 2145 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2290 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2293 break; 2149 break;
2294 } 2150
2295 }
2296 if (tmp) 2151 if (tmp)
2297 {
2298 return freedir[i]; 2152 return freedir[i];
2299 }
2300 } 2153 }
2301 } 2154 }
2302 } 2155 }
2156
2303 return 0; 2157 return 0;
2304} 2158}
2305 2159
2306/* 2160/*
2307 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2162 * distance between the two given objects.
2309 */ 2163 */
2310
2311int 2164int
2312distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2313{ 2166{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2168}
2320 2169
2321/* 2170/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2323 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2324 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2325 */ 2174 */
2326
2327int 2175int
2328find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2329{ 2177{
2330 int 2178 int q;
2331 q;
2332 2179
2333 if (y) 2180 if (y)
2334 q = x * 100 / y; 2181 q = x * 100 / y;
2335 else if (x) 2182 else if (x)
2336 q = -300 * x; 2183 q = -300 * x;
2371int 2218int
2372absdir (int d) 2219absdir (int d)
2373{ 2220{
2374 while (d < 1) 2221 while (d < 1)
2375 d += 8; 2222 d += 8;
2223
2376 while (d > 8) 2224 while (d > 8)
2377 d -= 8; 2225 d -= 8;
2226
2378 return d; 2227 return d;
2379} 2228}
2380 2229
2381/* 2230/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2384 */ 2233 */
2385 2234
2386int 2235int
2387dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2388{ 2237{
2389 int 2238 int d;
2390 d;
2391 2239
2392 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2393 if (d > 4) 2241 if (d > 4)
2394 d = 8 - d; 2242 d = 8 - d;
2243
2395 return d; 2244 return d;
2396} 2245}
2397 2246
2398/* peterm: 2247/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2402 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2403 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2404 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2405 * functions. 2254 * functions.
2406 */ 2255 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2311 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2466 */ 2313 */
2467
2468
2469int 2314int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2316{
2472 sint16 dx, dy; 2317 sint16 dx, dy;
2473 int
2474 mflags; 2318 int mflags;
2475 2319
2476 if (dir < 0) 2320 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2478 2322
2479 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2492 return 0; 2336 return 0;
2493 2337
2494 /* yes, can see. */ 2338 /* yes, can see. */
2495 if (dir < 9) 2339 if (dir < 9)
2496 return 1; 2340 return 1;
2341
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2345}
2500
2501
2502 2346
2503/* 2347/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2520} 2364}
2521 2365
2522
2523/* 2366/*
2524 * create clone from object to another 2367 * create clone from object to another
2525 */ 2368 */
2526object * 2369object *
2527object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2528{ 2371{
2529 object *
2530 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2531 2373
2532 if (!asrc) 2374 if (!asrc)
2533 return NULL; 2375 return 0;
2376
2534 src = asrc; 2377 src = asrc;
2535 if (src->head) 2378 if (src->head)
2536 src = src->head; 2379 src = src->head;
2537 2380
2538 prev = NULL; 2381 prev = 0;
2539 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2540 { 2383 {
2541 tmp = get_object (); 2384 tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x; 2385 tmp->x -= src->x;
2544 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2545 if (!part->head) 2388 if (!part->head)
2546 { 2389 {
2547 dst = tmp; 2390 dst = tmp;
2548 tmp->head = NULL; 2391 tmp->head = 0;
2549 } 2392 }
2550 else 2393 else
2551 {
2552 tmp->head = dst; 2394 tmp->head = dst;
2553 } 2395
2554 tmp->more = NULL; 2396 tmp->more = 0;
2397
2555 if (prev) 2398 if (prev)
2556 prev->more = tmp; 2399 prev->more = tmp;
2400
2557 prev = tmp; 2401 prev = tmp;
2558 } 2402 }
2559 2403
2560 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2567/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2572
2573object * 2416object *
2574load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2575{ 2418{
2576 object *op; 2419 object *op;
2577 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2587 } 2430 }
2588 2431
2589 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2590 fclose (tempfile); 2433 fclose (tempfile);
2591 2434
2592 op = get_object (); 2435 op = object::create ();
2593 2436
2594 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2595 2438
2596 if (thawer) 2439 if (thawer)
2597 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2607 * returns NULL if no match. 2450 * returns NULL if no match.
2608 */ 2451 */
2609object * 2452object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2454{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2457 return tmp;
2617 2458
2618 return NULL; 2459 return 0;
2619} 2460}
2620 2461
2621/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL. 2463 * otherwise return NULL.
2623 * 2464 *
2625 * do the desired thing. 2466 * do the desired thing.
2626 */ 2467 */
2627key_value * 2468key_value *
2628get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2629{ 2470{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2472 if (link->key == key)
2634 return link; 2473 return link;
2635 2474
2636 return NULL; 2475 return 0;
2637} 2476}
2638 2477
2639/* 2478/*
2640 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2641 * 2480 *
2681 * Returns TRUE on success. 2520 * Returns TRUE on success.
2682 */ 2521 */
2683int 2522int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2524{
2686 key_value *
2687 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2688 2526
2689 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2528 {
2691 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2692 { 2530 {
2720 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2721 2559
2722 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2723 2561
2724 if (!add_key) 2562 if (!add_key)
2725 {
2726 return FALSE; 2563 return FALSE;
2727 } 2564
2728 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2732 * should pass in "" 2569 * should pass in ""
2781 } 2618 }
2782 else 2619 else
2783 item = item->env; 2620 item = item->env;
2784} 2621}
2785 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2786// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2787const char * 2653const char *
2788object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2789{ 2655{
2656 char flagdesc[512];
2790 char info2[256 * 3]; 2657 char info2[256 * 4];
2791 char *p = info; 2658 char *p = info;
2792 2659
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2794 count, 2661 count, uuid.seq,
2795 &name, 2662 &name,
2796 title ? " " : "", 2663 title ? "\",title:" : "",
2797 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2798 2666
2799 if (env) 2667 if (env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2669
2802 if (map) 2670 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2672
2805 return info; 2673 return info;
2806} 2674}
2807 2675
2808const char * 2676const char *
2809object::debug_desc () const 2677object::debug_desc () const
2810{ 2678{
2811 static char info[256 * 3]; 2679 static char info[256 * 4];
2812 return debug_desc (info); 2680 return debug_desc (info);
2813} 2681}
2814 2682

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