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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.120 by root, Sun Jan 21 21:28:27 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 47};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 57};
55 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 334 }
335
260 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
262 if (op->carrying != sum) 339 if (op->carrying != sum)
263 op->carrying = sum; 340 op->carrying = sum;
341
264 return sum; 342 return sum;
265} 343}
266 344
267/** 345/**
268 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
275 op = op->env; 353 op = op->env;
276 return op; 354 return op;
277} 355}
278 356
279/* 357/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 359 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
298 */ 361 */
299 362
300void 363char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 save_object (freezer, op, 1);
368{ 371 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 372}
377 373
378/* 374/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break;
410 return op; 402 return op;
403
404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
417 */ 411 */
418
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628void 557void
629update_ob_speed (object *op) 558object::set_speed (float speed)
630{ 559{
631 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 561 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 563 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 564 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 565
656 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 567
660 if (op->active_next != NULL) 568 if (has_active_speed ())
661 op->active_next->active_prev = op; 569 activate ();
662
663 active_objects = op;
664 }
665 else 570 else
666 { 571 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 572}
690 573
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 574/*
723 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 578 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
730 * 582 *
731 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 584 * current action are:
737 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
742 */ 590 */
743
744void 591void
745update_object (object *op, int action) 592update_object (object *op, int action)
746{ 593{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
749 595
750 if (op == NULL) 596 if (op == NULL)
751 { 597 {
752 /* this should never happen */ 598 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 600 return;
755 } 601 }
756 602
757 if (op->env != NULL) 603 if (op->env)
758 { 604 {
759 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
760 * to do in this case. 606 * to do in this case.
761 */ 607 */
762 return; 608 return;
767 */ 613 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 615 return;
770 616
771 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 619 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 621#ifdef MANY_CORES
776 abort (); 622 abort ();
777#endif 623#endif
778 return; 624 return;
779 } 625 }
780 626
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
788 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
789 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 648 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 649 }
820 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 652 * that is being removed.
823 */ 653 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 655 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
828 else 658 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 660
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 661 if (op->more)
838 update_object (op->more, action); 662 update_object (op->more, action);
839}
840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858} 663}
859 664
860object::object () 665object::object ()
861{ 666{
862 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
863 668
864 expmul = 1.0; 669 expmul = 1.0;
865 face = blank_face; 670 face = blank_face;
866 attacked_by_count = -1;
867} 671}
868 672
869object::~object () 673object::~object ()
870{ 674{
675 if (index)
676 unlink ();
677
871 free_key_values (this); 678 free_key_values (this);
872} 679}
873 680
681static int object_count;
682
874void object::link () 683void object::link ()
875{ 684{
685 assert (!index);//D
686 uuid = gen_uuid ();
876 count = ++ob_count; 687 count = ++object_count;
877 688
878 prev = 0; 689 refcnt_inc ();
879 next = objects; 690 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 691}
886 692
887void object::unlink () 693void object::unlink ()
888{ 694{
889 count = 0; 695 assert (index);//D
696 objects.erase (this);
697 refcnt_dec ();
698}
890 699
891 /* Remove this object from the list of used objects */ 700void
892 if (prev) 701object::activate ()
893 { 702{
894 prev->next = next; 703 /* If already on active list, don't do anything */
895 prev = 0; 704 if (active)
705 return;
706
707 if (has_active_speed ())
708 actives.insert (this);
709}
710
711void
712object::activate_recursive ()
713{
714 activate ();
715
716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718}
719
720/* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728void
729object::deactivate ()
730{
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736}
737
738void
739object::deactivate_recursive ()
740{
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
896 } 751 {
897 752 op->flag [flag] = value;
898 if (next) 753 op->set_flag_inv (flag, value);
899 { 754 }
900 next->prev = prev; 755}
901 next = 0; 756
757/*
758 * Remove and free all objects in the inventory of the given object.
759 * object.c ?
760 */
761void
762object::destroy_inv (bool drop_to_ground)
763{
764 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory,
768 // cf will crash below with off-map x and y
769 if (!inv)
770 return;
771
772 /* Only if the space blocks everything do we not process -
773 * if some form of movement is allowed, let objects
774 * drop on that space.
775 */
776 if (!drop_to_ground
777 || !map
778 || map->in_memory != MAP_IN_MEMORY
779 || ms ().move_block == MOVE_ALL)
902 } 780 {
781 while (inv)
782 {
783 inv->destroy_inv (drop_to_ground);
784 inv->destroy ();
785 }
786 }
787 else
788 { /* Put objects in inventory onto this space */
789 while (inv)
790 {
791 object *op = inv;
903 792
904 if (this == objects) 793 if (op->flag [FLAG_STARTEQUIP]
905 objects = next; 794 || op->flag [FLAG_NO_DROP]
795 || op->type == RUNE
796 || op->type == TRAP
797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
799 op->destroy ();
800 else
801 map->insert (op, x, y);
802 }
803 }
906} 804}
907 805
908object *object::create () 806object *object::create ()
909{ 807{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 808 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 809 op->link ();
924 return op; 810 return op;
925} 811}
926 812
927/* 813void
928 * free_object() frees everything allocated by an object, removes 814object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 815{
939 if (QUERY_FLAG (this, FLAG_FREED)) 816 attachable::do_destroy ();
817
818 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this);
820
821 if (flag [FLAG_FRIENDLY])
822 remove_friendly_object (this);
823
824 if (!flag [FLAG_REMOVED])
825 remove ();
826
827 destroy_inv (true);
828
829 deactivate ();
830 unlink ();
831
832 flag [FLAG_FREED] = 1;
833
834 // hack to ensure that freed objects still have a valid map
835 {
836 static maptile *freed_map; // freed objects are moved here to avoid crashes
837
838 if (!freed_map)
839 {
840 freed_map = new maptile;
841
842 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3;
844 freed_map->height = 3;
845
846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
848 }
849
850 map = freed_map;
851 x = 1;
852 y = 1;
853 }
854
855 head = 0;
856
857 if (more)
858 {
859 more->destroy ();
860 more = 0;
861 }
862
863 // clear those pointers that likely might have circular references to us
864 owner = 0;
865 enemy = 0;
866 attacked_by = 0;
867}
868
869void
870object::destroy (bool destroy_inventory)
871{
872 if (destroyed ())
940 return; 873 return;
941 874
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 875 if (destroy_inventory)
943 remove_friendly_object (this); 876 destroy_inv (false);
944 877
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 878 attachable::destroy ();
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 879}
1008 880
1009/* 881/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 882 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 883 * weight of an object (and what is carried by it's environment(s)).
1012 */ 884 */
1013
1014void 885void
1015sub_weight (object *op, signed long weight) 886sub_weight (object *op, signed long weight)
1016{ 887{
1017 while (op != NULL) 888 while (op != NULL)
1018 { 889 {
1019 if (op->type == CONTAINER) 890 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 891 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 892
1023 op->carrying -= weight; 893 op->carrying -= weight;
1024 op = op->env; 894 op = op->env;
1025 } 895 }
1026} 896}
1027 897
1028/* remove_ob(op): 898/* op->remove ():
1029 * This function removes the object op from the linked list of objects 899 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 900 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 901 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 903 * the previous environment.
1034 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
1035 */ 905 */
1036
1037void 906void
1038remove_ob (object *op) 907object::remove_slow ()
1039{ 908{
909 object *tmp, *last = 0;
1040 object * 910 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 911
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 913 return;
1059 914
1060 SET_FLAG (op, FLAG_REMOVED); 915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this);
1061 917
1062 if (op->more != NULL) 918 if (more)
1063 remove_ob (op->more); 919 more->remove ();
1064 920
1065 /* 921 /*
1066 * In this case, the object to be removed is in someones 922 * In this case, the object to be removed is in someones
1067 * inventory. 923 * inventory.
1068 */ 924 */
1069 if (op->env != NULL) 925 if (env)
1070 { 926 {
1071 if (op->nrof) 927 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 928 sub_weight (env, weight * nrof);
1073 else 929 else
1074 sub_weight (op->env, op->weight + op->carrying); 930 sub_weight (env, weight + carrying);
1075 931
1076 /* NO_FIX_PLAYER is set when a great many changes are being 932 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 933 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 934 * to save cpu time.
1079 */ 935 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 937 otmp->update_stats ();
1082 938
1083 if (op->above != NULL) 939 if (above)
1084 op->above->below = op->below; 940 above->below = below;
1085 else 941 else
1086 op->env->inv = op->below; 942 env->inv = below;
1087 943
1088 if (op->below != NULL) 944 if (below)
1089 op->below->above = op->above; 945 below->above = above;
1090 946
1091 /* we set up values so that it could be inserted into 947 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 948 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 949 * to the caller to decide what we want to do.
1094 */ 950 */
1095 op->x = op->env->x, op->y = op->env->y; 951 x = env->x, y = env->y;
1096 op->map = op->env->map; 952 map = env->map;
1097 op->above = NULL, op->below = NULL; 953 above = 0, below = 0;
1098 op->env = NULL; 954 env = 0;
1099 } 955 }
1100 else if (op->map) 956 else if (map)
1101 { 957 {
1102 x = op->x; 958 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 { 959 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 960 --map->players;
1109 op->map->path, op->x, op->y); 961 map->touch ();
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 } 962 }
1116 963
1117 if (op->map != m) 964 map->dirty = true;
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 965 mapspace &ms = this->ms ();
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */
1124 966
1125 /* link the object above us */ 967 /* link the object above us */
1126 if (op->above) 968 if (above)
1127 op->above->below = op->below; 969 above->below = below;
1128 else 970 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
1130 972
1131 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
1132 if (op->below) 974 if (below)
1133 op->below->above = op->above; 975 below->above = above;
1134 else 976 else
1135 { 977 {
1136 /* Nothing below, which means we need to relink map object for this space 978 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1138 * evident 980 * evident
1139 */ 981 */
1140 if (GET_MAP_OB (m, x, y) != op) 982 if (GET_MAP_OB (map, x, y) != this)
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 983 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148 984
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1150 } 986 }
1151 987
1152 op->above = 0; 988 above = 0;
1153 op->below = 0; 989 below = 0;
1154 990
1155 if (op->map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1156 return; 992 return;
1157 993
1158 tag = op->count; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 995
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1162 { 997 {
1163 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1164 * being removed. 999 * being removed.
1165 */ 1000 */
1166 1001
1167 if (tmp->type == PLAYER && tmp != op) 1002 if (tmp->type == PLAYER && tmp != this)
1168 { 1003 {
1169 /* If a container that the player is currently using somehow gets 1004 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1005 * removed (most likely destroyed), update the player view
1171 * appropriately. 1006 * appropriately.
1172 */ 1007 */
1173 if (tmp->container == op) 1008 if (tmp->container == this)
1174 { 1009 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1010 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1011 tmp->container = 0;
1177 } 1012 }
1178 1013
1179 tmp->contr->socket.update_look = 1; 1014 if (tmp->contr->ns)
1015 tmp->contr->ns->floorbox_update ();
1180 } 1016 }
1181 1017
1182 /* See if player moving off should effect something */ 1018 /* See if object moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1019 if (check_walk_off
1020 && ((move_type & tmp->move_off)
1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1022 {
1185 move_apply (tmp, op, NULL); 1023 move_apply (tmp, this, 0);
1186 1024
1187 if (was_destroyed (op, tag)) 1025 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1027 }
1192 1028
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194 1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1195 if (tmp->above == tmp) 1031 if (tmp->above == tmp)
1196 tmp->above = NULL; 1032 tmp->above = 0;
1197 1033
1198 last = tmp; 1034 last = tmp;
1199 } 1035 }
1200 1036
1201 /* last == NULL of there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1039 if (!last)
1203 { 1040 map->at (x, y).flags_ = 0;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1041 else
1213 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1214 1043
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1045 update_all_los (map, x, y);
1217 } 1046 }
1218} 1047}
1219 1048
1220/* 1049/*
1221 * merge_ob(op,top): 1050 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1052 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1053 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1054 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1055 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1056 */
1228
1229object * 1057object *
1230merge_ob (object *op, object *top) 1058merge_ob (object *op, object *top)
1231{ 1059{
1232 if (!op->nrof) 1060 if (!op->nrof)
1233 return 0; 1061 return 0;
1234 1062
1235 if (top == NULL) 1063 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1064 for (top = op; top && top->above; top = top->above)
1065 ;
1237 1066
1238 for (; top != NULL; top = top->below) 1067 for (; top; top = top->below)
1239 { 1068 {
1240 if (top == op) 1069 if (top == op)
1241 continue; 1070 continue;
1242 if (CAN_MERGE (op, top)) 1071
1072 if (object::can_merge (op, top))
1243 { 1073 {
1244 top->nrof += op->nrof; 1074 top->nrof += op->nrof;
1245 1075
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1076/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1077 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1078 op->destroy ();
1249 free_object (op);
1250 return top; 1079 return top;
1251 } 1080 }
1252 } 1081 }
1253 1082
1254 return NULL; 1083 return 0;
1255} 1084}
1256 1085
1257/* 1086/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1259 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1260 */ 1089 */
1261object * 1090object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1092{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1094 {
1271 tmp->x = x + tmp->arch->clone.x; 1095 tmp->x = x + tmp->arch->clone.x;
1272 tmp->y = y + tmp->arch->clone.y; 1096 tmp->y = y + tmp->arch->clone.y;
1273 } 1097 }
1274 1098
1293 * Return value: 1117 * Return value:
1294 * new object if 'op' was merged with other object 1118 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1119 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1120 * just 'op' otherwise
1297 */ 1121 */
1298
1299object * 1122object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1124{
1302 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1303 sint16 x, y;
1304 1126
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1306 { 1128 {
1307 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL; 1130 return NULL;
1309 } 1131 }
1310 1132
1311 if (m == NULL) 1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
1138 if (!m)
1312 { 1139 {
1313 dump_object (op); 1140 char *dump = dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1315 return op; 1143 return op;
1316 } 1144 }
1317 1145
1318 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1319 { 1147 {
1320 dump_object (op); 1148 char *dump = dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1322#ifdef MANY_CORES 1150#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1151 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1152 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1153 * improperly inserted.
1326 */ 1154 */
1327 abort (); 1155 abort ();
1328#endif 1156#endif
1157 free (dump);
1329 return op; 1158 return op;
1330 } 1159 }
1331 1160
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more; 1161 if (object *more = op->more)
1344 1162 {
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1361 { 1164 {
1362 if (!op->head) 1165 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364 1167
1365 return NULL; 1168 return 0;
1366 } 1169 }
1367 } 1170 }
1368 1171
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1172 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1173
1371 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work 1176 * need extra work
1374 */ 1177 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1376 x = op->x; 1179 return 0;
1377 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1378 1183
1379 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1380 */ 1185 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1188 if (object::can_merge (op, tmp))
1384 { 1189 {
1385 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1191 tmp->destroy ();
1387 free_object (tmp);
1388 } 1192 }
1389 1193
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1194 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1195 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1196
1405 op->below = originator->below; 1209 op->below = originator->below;
1406 1210
1407 if (op->below) 1211 if (op->below)
1408 op->below->above = op; 1212 op->below->above = op;
1409 else 1213 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1214 ms.bot = op;
1411 1215
1412 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1413 originator->below = op; 1217 originator->below = op;
1414 } 1218 }
1415 else 1219 else
1416 { 1220 {
1221 top = ms.bot;
1222
1417 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1419 { 1225 {
1420 object *last = NULL; 1226 object *last = 0;
1421 1227
1422 /* 1228 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1230 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1231 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1235 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1236 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1237 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1433 */ 1239 */
1434 1240 for (top = ms.bot; top; top = top->above)
1435 while (top != NULL)
1436 { 1241 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1243 floor = top;
1439 1244
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1443 top = top->below; 1248 top = top->below;
1444 break; 1249 break;
1445 } 1250 }
1446 1251
1447 last = top; 1252 last = top;
1448 top = top->above;
1449 } 1253 }
1450 1254
1451 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last; 1256 top = last;
1453 1257
1460 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1461 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1267 * stacking is a bit odd.
1464 */ 1268 */
1465 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1467 { 1272 {
1468 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1275 break;
1276
1471 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1474 * set top to the object below us. 1280 * set top to the object below us.
1475 */ 1281 */
1477 top = last->below; 1283 top = last->below;
1478 } 1284 }
1479 } /* If objects on this space */ 1285 } /* If objects on this space */
1480 1286
1481 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1483 1289
1484 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor; 1291 top = floor;
1486 1292
1487 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1488 */ 1294 */
1489 1295
1490 /* First object on this space */ 1296 /* First object on this space */
1491 if (!top) 1297 if (!top)
1492 { 1298 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1494 1300
1495 if (op->above) 1301 if (op->above)
1496 op->above->below = op; 1302 op->above->below = op;
1497 1303
1498 op->below = NULL; 1304 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1305 ms.bot = op;
1500 } 1306 }
1501 else 1307 else
1502 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1503 op->above = top->above; 1309 op->above = top->above;
1504 1310
1507 1313
1508 op->below = top; 1314 op->below = top;
1509 top->above = op; 1315 top->above = op;
1510 } 1316 }
1511 1317
1512 if (op->above == NULL) 1318 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1319 ms.top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1515 1321
1516 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1323 {
1517 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1518 1330
1519 /* If we have a floor, we know the player, if any, will be above 1331 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1332 * it, so save a few ticks and start from there.
1521 */ 1333 */
1522 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1335 if (object *pl = ms.player ())
1524 if (tmp->type == PLAYER) 1336 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1337 pl->contr->ns->floorbox_update ();
1526 1338
1527 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1340 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1341 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1342 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1346 * of effect may be sufficient.
1535 */ 1347 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1538 1350
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1351 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1352 update_object (op, UP_OBJ_INSERT);
1541 1353
1354 INVOKE_OBJECT (INSERT, op);
1355
1542 /* Don't know if moving this to the end will break anything. However, 1356 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1357 * we want to have floorbox_update called before calling this.
1544 * 1358 *
1545 * check_move_on() must be after this because code called from 1359 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1360 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1361 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1362 * update_object().
1550 1364
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1365 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1366 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 { 1367 {
1554 if (check_move_on (op, originator)) 1368 if (check_move_on (op, originator))
1555 return NULL; 1369 return 0;
1556 1370
1557 /* If we are a multi part object, lets work our way through the check 1371 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1372 * walk on's.
1559 */ 1373 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1375 if (check_move_on (tmp, originator))
1562 return NULL; 1376 return 0;
1563 } 1377 }
1564 1378
1565 return op; 1379 return op;
1566} 1380}
1567 1381
1568/* this function inserts an object in the map, but if it 1382/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1383 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1384 * op is the object to insert it under: supplies x and the map.
1571 */ 1385 */
1572void 1386void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1387replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1388{
1575 object * 1389 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1390
1580 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1581 1392
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 { 1395 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1396
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1398
1593 tmp1->x = op->x; 1399 tmp1->x = op->x;
1594 tmp1->y = op->y; 1400 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1401 insert_ob_in_map (tmp1, op->map, op, 0);
1402}
1403
1404object *
1405object::insert_at (object *where, object *originator, int flags)
1406{
1407 where->map->insert (this, where->x, where->y, originator, flags);
1596} 1408}
1597 1409
1598/* 1410/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1412 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1413 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1414 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1415 * global static errmsg array.
1604 */ 1416 */
1605
1606object * 1417object *
1607get_split_ob (object *orig_ob, uint32 nr) 1418get_split_ob (object *orig_ob, uint32 nr)
1608{ 1419{
1609 object * 1420 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1422
1614 if (orig_ob->nrof < nr) 1423 if (orig_ob->nrof < nr)
1615 { 1424 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1425 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1426 return NULL;
1618 } 1427 }
1619 1428
1620 newob = object_create_clone (orig_ob); 1429 newob = object_create_clone (orig_ob);
1621 1430
1622 if ((orig_ob->nrof -= nr) < 1) 1431 if ((orig_ob->nrof -= nr) < 1)
1623 { 1432 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1433 else if (!is_removed)
1629 { 1434 {
1630 if (orig_ob->env != NULL) 1435 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1436 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1437 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1652 1457
1653object * 1458object *
1654decrease_ob_nr (object *op, uint32 i) 1459decrease_ob_nr (object *op, uint32 i)
1655{ 1460{
1656 object *tmp; 1461 object *tmp;
1657 player *pl;
1658 1462
1659 if (i == 0) /* objects with op->nrof require this check */ 1463 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1464 return op;
1661 1465
1662 if (i > op->nrof) 1466 if (i > op->nrof)
1663 i = op->nrof; 1467 i = op->nrof;
1664 1468
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1469 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1470 op->nrof -= i;
1667 else if (op->env != NULL) 1471 else if (op->env)
1668 { 1472 {
1669 /* is this object in the players inventory, or sub container 1473 /* is this object in the players inventory, or sub container
1670 * therein? 1474 * therein?
1671 */ 1475 */
1672 tmp = is_player_inv (op->env); 1476 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1477 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1478 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1479 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1480 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1481 * and then searching the map for a player.
1678 */ 1482 */
1679 if (!tmp) 1483 if (!tmp)
1680 { 1484 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1485 if (pl->ob->container == op->env)
1486 {
1487 tmp = pl->ob;
1683 break; 1488 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1489 }
1689 1490
1690 if (i < op->nrof) 1491 if (i < op->nrof)
1691 { 1492 {
1692 sub_weight (op->env, op->weight * i); 1493 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1494 op->nrof -= i;
1694 if (tmp) 1495 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1496 esrv_send_item (tmp, op);
1697 }
1698 } 1497 }
1699 else 1498 else
1700 { 1499 {
1701 remove_ob (op); 1500 op->remove ();
1702 op->nrof = 0; 1501 op->nrof = 0;
1703 if (tmp) 1502 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1503 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1504 }
1708 } 1505 }
1709 else 1506 else
1710 { 1507 {
1711 object *above = op->above; 1508 object *above = op->above;
1712 1509
1713 if (i < op->nrof) 1510 if (i < op->nrof)
1714 op->nrof -= i; 1511 op->nrof -= i;
1715 else 1512 else
1716 { 1513 {
1717 remove_ob (op); 1514 op->remove ();
1718 op->nrof = 0; 1515 op->nrof = 0;
1719 } 1516 }
1720 1517
1721 /* Since we just removed op, op->above is null */ 1518 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1519 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1520 if (tmp->type == PLAYER)
1724 { 1521 {
1725 if (op->nrof) 1522 if (op->nrof)
1726 esrv_send_item (tmp, op); 1523 esrv_send_item (tmp, op);
1727 else 1524 else
1731 1528
1732 if (op->nrof) 1529 if (op->nrof)
1733 return op; 1530 return op;
1734 else 1531 else
1735 { 1532 {
1736 free_object (op); 1533 op->destroy ();
1737 return NULL; 1534 return 0;
1738 } 1535 }
1739} 1536}
1740 1537
1741/* 1538/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1539 * add_weight(object, weight) adds the specified weight to an object,
1754 op->carrying += weight; 1551 op->carrying += weight;
1755 op = op->env; 1552 op = op->env;
1756 } 1553 }
1757} 1554}
1758 1555
1556object *
1557insert_ob_in_ob (object *op, object *where)
1558{
1559 if (!where)
1560 {
1561 char *dump = dump_object (op);
1562 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 free (dump);
1564 return op;
1565 }
1566
1567 if (where->head)
1568 {
1569 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1570 where = where->head;
1571 }
1572
1573 return where->insert (op);
1574}
1575
1759/* 1576/*
1760 * insert_ob_in_ob(op,environment): 1577 * env->insert (op)
1761 * This function inserts the object op in the linked list 1578 * This function inserts the object op in the linked list
1762 * inside the object environment. 1579 * inside the object environment.
1763 * 1580 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1581 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1582 * be != op, if items are merged. -Tero
1771 */ 1583 */
1772 1584
1773object * 1585object *
1774insert_ob_in_ob (object *op, object *where) 1586object::insert (object *op)
1775{ 1587{
1776 object * 1588 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1589
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1590 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1591 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1592
1800 if (op->more) 1593 if (op->more)
1801 { 1594 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1595 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1596 return op;
1805 1598
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1599 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1600 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1601 if (op->nrof)
1809 { 1602 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1603 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1604 if (object::can_merge (tmp, op))
1812 { 1605 {
1813 /* return the original object and remove inserted object 1606 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1607 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1608 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1609 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1610 * tmp->nrof, we need to increase the weight.
1818 */ 1611 */
1819 add_weight (where, op->weight * op->nrof); 1612 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1613 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1614 op->destroy (); /* free the inserted object */
1822 op = tmp; 1615 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1616 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1618 break;
1826 } 1619 }
1827 1620
1828 /* I assume combined objects have no inventory 1621 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1622 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1623 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1624 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1625 * the linking below
1833 */ 1626 */
1834 add_weight (where, op->weight * op->nrof); 1627 add_weight (this, op->weight * op->nrof);
1835 } 1628 }
1836 else 1629 else
1837 add_weight (where, (op->weight + op->carrying)); 1630 add_weight (this, (op->weight + op->carrying));
1838 1631
1839 otmp = is_player_inv (where); 1632 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1633 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1635 otmp->update_stats ();
1844 }
1845 1636
1846 op->map = NULL; 1637 op->map = 0;
1847 op->env = where; 1638 op->env = this;
1848 op->above = NULL; 1639 op->above = 0;
1849 op->below = NULL; 1640 op->below = 0;
1850 op->x = 0, op->y = 0; 1641 op->x = 0, op->y = 0;
1851 1642
1852 /* reset the light list and los of the players on the map */ 1643 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1644 if ((op->glow_radius != 0) && map)
1854 { 1645 {
1855#ifdef DEBUG_LIGHTS 1646#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1648#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1649 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1650 update_all_los (map, x, y);
1860 } 1651 }
1861 1652
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1653 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1654 * It sure simplifies this function...
1864 */ 1655 */
1865 if (where->inv == NULL) 1656 if (!inv)
1866 where->inv = op; 1657 inv = op;
1867 else 1658 else
1868 { 1659 {
1869 op->below = where->inv; 1660 op->below = inv;
1870 op->below->above = op; 1661 op->below->above = op;
1871 where->inv = op; 1662 inv = op;
1872 } 1663 }
1664
1665 INVOKE_OBJECT (INSERT, this);
1666
1873 return op; 1667 return op;
1874} 1668}
1875 1669
1876/* 1670/*
1877 * Checks if any objects has a move_type that matches objects 1671 * Checks if any objects has a move_type that matches objects
1891 * 1685 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1686 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1687 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1688 * on top.
1895 */ 1689 */
1896
1897int 1690int
1898check_move_on (object *op, object *originator) 1691check_move_on (object *op, object *originator)
1899{ 1692{
1900 object * 1693 object *tmp;
1901 tmp; 1694 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1695 int x = op->x, y = op->y;
1908 1696
1909 MoveType 1697 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1698
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1699 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1700 return 0;
1916
1917 tag = op->count;
1918 1701
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1702 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1703 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1704 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1705
1938 1721
1939 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1941 */ 1724 */
1942 1725
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1944 { 1727 {
1945 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1730 * we don't need to check all of them.
1948 */ 1731 */
1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 { 1751 {
1969 1752
1970 float 1753 float
1971 diff = tmp->move_slow_penalty * FABS (op->speed); 1754 diff = tmp->move_slow_penalty * fabs (op->speed);
1972 1755
1973 if (op->type == PLAYER) 1756 if (op->type == PLAYER)
1974 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1976 diff /= 4.0; 1759 diff /= 4.0;
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1768 {
1986 move_apply (tmp, op, originator); 1769 move_apply (tmp, op, originator);
1987 1770
1988 if (was_destroyed (op, tag)) 1771 if (op->destroyed ())
1989 return 1; 1772 return 1;
1990 1773
1991 /* what the person/creature stepped onto has moved the object 1774 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1775 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1776 * have a feeling strange problems would result.
2003/* 1786/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1787 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1788 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
2007 */ 1790 */
2008
2009object * 1791object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1793{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
2016 { 1795 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1797 return NULL;
2019 } 1798 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1799
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->arch == at) 1801 if (tmp->arch == at)
2022 return tmp; 1802 return tmp;
1803
2023 return NULL; 1804 return NULL;
2024} 1805}
2025 1806
2026/* 1807/*
2027 * present(type, map, x, y) searches for any objects with 1808 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1809 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1810 * The first matching object is returned, or NULL if none.
2030 */ 1811 */
2031
2032object * 1812object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1813present (unsigned char type, maptile *m, int x, int y)
2034{ 1814{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1815 if (out_of_map (m, x, y))
2039 { 1816 {
2040 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1818 return NULL;
2042 } 1819 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1822 if (tmp->type == type)
2045 return tmp; 1823 return tmp;
1824
2046 return NULL; 1825 return NULL;
2047} 1826}
2048 1827
2049/* 1828/*
2050 * present_in_ob(type, object) searches for any objects with 1829 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1830 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
2053 */ 1832 */
2054
2055object * 1833object *
2056present_in_ob (unsigned char type, const object *op) 1834present_in_ob (unsigned char type, const object *op)
2057{ 1835{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1836 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1837 if (tmp->type == type)
2063 return tmp; 1838 return tmp;
1839
2064 return NULL; 1840 return NULL;
2065} 1841}
2066 1842
2067/* 1843/*
2068 * present_in_ob (type, str, object) searches for any objects with 1844 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1852 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1853 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1854 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1855 * to be unique.
2080 */ 1856 */
2081
2082object * 1857object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1858present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1859{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1861 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1862 return tmp;
2092 } 1863
2093 return NULL; 1864 return 0;
2094} 1865}
2095 1866
2096/* 1867/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1868 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1869 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
2100 */ 1871 */
2101
2102object * 1872object *
2103present_arch_in_ob (const archetype *at, const object *op) 1873present_arch_in_ob (const archetype *at, const object *op)
2104{ 1874{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1876 if (tmp->arch == at)
2110 return tmp; 1877 return tmp;
1878
2111 return NULL; 1879 return NULL;
2112} 1880}
2113 1881
2114/* 1882/*
2115 * activate recursively a flag on an object inventory 1883 * activate recursively a flag on an object inventory
2116 */ 1884 */
2117void 1885void
2118flag_inv (object *op, int flag) 1886flag_inv (object *op, int flag)
2119{ 1887{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1888 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1890 {
2126 SET_FLAG (tmp, flag); 1891 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1892 flag_inv (tmp, flag);
2128 } 1893 }
2129} /* 1894}
1895
1896/*
2130 * desactivate recursively a flag on an object inventory 1897 * deactivate recursively a flag on an object inventory
2131 */ 1898 */
2132void 1899void
2133unflag_inv (object *op, int flag) 1900unflag_inv (object *op, int flag)
2134{ 1901{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1902 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1904 {
2141 CLEAR_FLAG (tmp, flag); 1905 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1906 unflag_inv (tmp, flag);
2143 } 1907 }
2144} 1908}
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively). 1912 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for 1913 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function. 1914 * him/her-self and all object carried by a call to this function.
2151 */ 1915 */
2152
2153void 1916void
2154set_cheat (object *op) 1917set_cheat (object *op)
2155{ 1918{
2156 SET_FLAG (op, FLAG_WAS_WIZ); 1919 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ); 1920 flag_inv (op, FLAG_WAS_WIZ);
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 1939 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 1940 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 1941 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 1942 * customized, changed states, etc.
2180 */ 1943 */
2181
2182int 1944int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 1946{
2185 int
2186 i,
2187 index = 0, flag; 1947 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 1948 int altern[SIZEOFFREE];
2190 1949
2191 for (i = start; i < stop; i++) 1950 for (int i = start; i < stop; i++)
2192 { 1951 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 1953 if (!flag)
2195 altern[index++] = i; 1954 altern [index++] = i;
2196 1955
2197 /* Basically, if we find a wall on a space, we cut down the search size. 1956 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 1957 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 1958 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 1959 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 1960 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 1961 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 1962 * won't look 2 spaces south of the target space.
2204 */ 1963 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1964 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 1965 stop = maxfree[i];
2207 } 1966 }
1967
2208 if (!index) 1968 if (!index)
2209 return -1; 1969 return -1;
1970
2210 return altern[RANDOM () % index]; 1971 return altern[RANDOM () % index];
2211} 1972}
2212 1973
2213/* 1974/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 1975 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 1976 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 1977 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1978 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 1979 */
2219
2220int 1980int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1981find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 1982{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 1983 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 1985 return i;
2230 } 1986
2231 return -1; 1987 return -1;
2232} 1988}
2233 1989
2234/* 1990/*
2235 * The function permute(arr, begin, end) randomly reorders the array 1991 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 1992 * arr[begin..end-1].
1993 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 1994 */
2238static void 1995static void
2239permute (int *arr, int begin, int end) 1996permute (int *arr, int begin, int end)
2240{ 1997{
2241 int 1998 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 1999 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2000
2252 tmp = arr[i]; 2001 while (--end)
2253 arr[i] = arr[j]; 2002 swap (arr [end], arr [RANDOM () % (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2003}
2257 2004
2258/* new function to make monster searching more efficient, and effective! 2005/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2006 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2007 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2010 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2011 */
2265void 2012void
2266get_search_arr (int *search_arr) 2013get_search_arr (int *search_arr)
2267{ 2014{
2268 int 2015 int i;
2269 i;
2270 2016
2271 for (i = 0; i < SIZEOFFREE; i++) 2017 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2018 search_arr[i] = i;
2274 }
2275 2019
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2020 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2021 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2022 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2023}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2032 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2033 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2034 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2035 * there is capable of.
2292 */ 2036 */
2293
2294int 2037int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2038find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2039{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2040 int i, max = SIZEOFFREE, mflags;
2300 2041
2301 sint16 nx, ny; 2042 sint16 nx, ny;
2302 object * 2043 object *tmp;
2303 tmp; 2044 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2045
2307 MoveType blocked, move_type; 2046 MoveType blocked, move_type;
2308 2047
2309 if (exclude && exclude->head) 2048 if (exclude && exclude->head)
2310 { 2049 {
2322 mp = m; 2061 mp = m;
2323 nx = x + freearr_x[i]; 2062 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2063 ny = y + freearr_y[i];
2325 2064
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2065 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2066
2327 if (mflags & P_OUT_OF_MAP) 2067 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2068 max = maxfree[i];
2330 }
2331 else 2069 else
2332 { 2070 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2071 mapspace &ms = mp->at (nx, ny);
2072
2073 blocked = ms.move_block;
2334 2074
2335 if ((move_type & blocked) == move_type) 2075 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2076 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2077 else if (mflags & P_IS_ALIVE)
2340 { 2078 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2079 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2081 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break; 2082 break;
2346 } 2083
2347 }
2348 if (tmp) 2084 if (tmp)
2349 {
2350 return freedir[i]; 2085 return freedir[i];
2351 }
2352 } 2086 }
2353 } 2087 }
2354 } 2088 }
2089
2355 return 0; 2090 return 0;
2356} 2091}
2357 2092
2358/* 2093/*
2359 * distance(object 1, object 2) will return the square of the 2094 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2095 * distance between the two given objects.
2361 */ 2096 */
2362
2363int 2097int
2364distance (const object *ob1, const object *ob2) 2098distance (const object *ob1, const object *ob2)
2365{ 2099{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2100 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2101}
2372 2102
2373/* 2103/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2104 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2105 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2106 * object, needs to travel toward it.
2377 */ 2107 */
2378
2379int 2108int
2380find_dir_2 (int x, int y) 2109find_dir_2 (int x, int y)
2381{ 2110{
2382 int 2111 int q;
2383 q;
2384 2112
2385 if (y) 2113 if (y)
2386 q = x * 100 / y; 2114 q = x * 100 / y;
2387 else if (x) 2115 else if (x)
2388 q = -300 * x; 2116 q = -300 * x;
2413 2141
2414 return 3; 2142 return 3;
2415} 2143}
2416 2144
2417/* 2145/*
2418 * absdir(int): Returns a number between 1 and 8, which represent
2419 * the "absolute" direction of a number (it actually takes care of
2420 * "overflow" in previous calculations of a direction).
2421 */
2422
2423int
2424absdir (int d)
2425{
2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2430 return d;
2431}
2432
2433/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2436 */ 2148 */
2437
2438int 2149int
2439dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2440{ 2151{
2441 int 2152 int d;
2442 d;
2443 2153
2444 d = abs (dir1 - dir2); 2154 d = abs (dir1 - dir2);
2445 if (d > 4) 2155 if (d > 4)
2446 d = 8 - d; 2156 d = 8 - d;
2157
2447 return d; 2158 return d;
2448} 2159}
2449 2160
2450/* peterm: 2161/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2162 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2165 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2166 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2167 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2168 * functions.
2458 */ 2169 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2170int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2171 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2172 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2173 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2174 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2175 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2223 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2224 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2225 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2226 * Modified to be map tile aware -.MSW
2518 */ 2227 */
2519
2520
2521int 2228int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2229can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2230{
2524 sint16 dx, dy; 2231 sint16 dx, dy;
2525 int
2526 mflags; 2232 int mflags;
2527 2233
2528 if (dir < 0) 2234 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2235 return 0; /* exit condition: invalid direction */
2530 2236
2531 dx = x + freearr_x[dir]; 2237 dx = x + freearr_x[dir];
2544 return 0; 2250 return 0;
2545 2251
2546 /* yes, can see. */ 2252 /* yes, can see. */
2547 if (dir < 9) 2253 if (dir < 9)
2548 return 1; 2254 return 1;
2255
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2256 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2257 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2258 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2259}
2552
2553
2554 2260
2555/* 2261/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2262 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2263 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2264 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2277 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2278}
2573 2279
2574
2575/* 2280/*
2576 * create clone from object to another 2281 * create clone from object to another
2577 */ 2282 */
2578object * 2283object *
2579object_create_clone (object *asrc) 2284object_create_clone (object *asrc)
2580{ 2285{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2286 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2287
2584 if (!asrc) 2288 if (!asrc)
2585 return NULL; 2289 return 0;
2290
2586 src = asrc; 2291 src = asrc;
2587 if (src->head) 2292 if (src->head)
2588 src = src->head; 2293 src = src->head;
2589 2294
2590 prev = NULL; 2295 prev = 0;
2591 for (part = src; part; part = part->more) 2296 for (part = src; part; part = part->more)
2592 { 2297 {
2593 tmp = get_object (); 2298 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2299 tmp->x -= src->x;
2596 tmp->y -= src->y; 2300 tmp->y -= src->y;
2301
2597 if (!part->head) 2302 if (!part->head)
2598 { 2303 {
2599 dst = tmp; 2304 dst = tmp;
2600 tmp->head = NULL; 2305 tmp->head = 0;
2601 } 2306 }
2602 else 2307 else
2603 {
2604 tmp->head = dst; 2308 tmp->head = dst;
2605 } 2309
2606 tmp->more = NULL; 2310 tmp->more = 0;
2311
2607 if (prev) 2312 if (prev)
2608 prev->more = tmp; 2313 prev->more = tmp;
2314
2609 prev = tmp; 2315 prev = tmp;
2610 } 2316 }
2611 2317
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2318 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2320
2618 return dst; 2321 return dst;
2619} 2322}
2620 2323
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */ 2324/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */ 2325/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */ 2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */ 2327/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */ 2328/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */ 2329/* Also remember that multiparts objects are not supported for now. */
2641
2642object * 2330object *
2643load_object_str (const char *obstr) 2331load_object_str (const char *obstr)
2644{ 2332{
2645 object * 2333 object *op;
2646 op;
2647 char
2648 filename[MAX_BUF]; 2334 char filename[MAX_BUF];
2649 2335
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651 2337
2652 FILE *
2653 tempfile = fopen (filename, "w"); 2338 FILE *tempfile = fopen (filename, "w");
2654 2339
2655 if (tempfile == NULL) 2340 if (tempfile == NULL)
2656 { 2341 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n"); 2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL; 2343 return NULL;
2659 }; 2344 }
2345
2660 fprintf (tempfile, obstr); 2346 fprintf (tempfile, obstr);
2661 fclose (tempfile); 2347 fclose (tempfile);
2662 2348
2663 op = get_object (); 2349 op = object::create ();
2664 2350
2665 object_thawer thawer (filename); 2351 object_thawer thawer (filename);
2666 2352
2667 if (thawer) 2353 if (thawer)
2668 load_object (thawer, op, 0); 2354 load_object (thawer, op, 0);
2678 * returns NULL if no match. 2364 * returns NULL if no match.
2679 */ 2365 */
2680object * 2366object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2367find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2368{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2370 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2371 return tmp;
2689 2372
2690 return NULL; 2373 return 0;
2691} 2374}
2692 2375
2693/* If ob has a field named key, return the link from the list, 2376/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2377 * otherwise return NULL.
2695 * 2378 *
2697 * do the desired thing. 2380 * do the desired thing.
2698 */ 2381 */
2699key_value * 2382key_value *
2700get_ob_key_link (const object *ob, const char *key) 2383get_ob_key_link (const object *ob, const char *key)
2701{ 2384{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2385 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2386 if (link->key == key)
2708 {
2709 return link; 2387 return link;
2710 }
2711 }
2712 2388
2713 return NULL; 2389 return 0;
2714} 2390}
2715 2391
2716/* 2392/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2393 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2394 *
2721 * The returned string is shared. 2397 * The returned string is shared.
2722 */ 2398 */
2723const char * 2399const char *
2724get_ob_key_value (const object *op, const char *const key) 2400get_ob_key_value (const object *op, const char *const key)
2725{ 2401{
2726 key_value * 2402 key_value *link;
2727 link; 2403 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2404
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2405 if (!canonical_key)
2734 { 2406 {
2735 /* 1. There being a field named key on any object 2407 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2408 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2409 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2410 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2411 */
2740 return NULL; 2412 return 0;
2741 } 2413 }
2742 2414
2743 /* This is copied from get_ob_key_link() above - 2415 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2416 * only 4 lines, and saves the function call overhead.
2745 */ 2417 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2418 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2419 if (link->key == canonical_key)
2749 {
2750 return link->value; 2420 return link->value;
2751 } 2421
2752 }
2753 return NULL; 2422 return 0;
2754} 2423}
2755 2424
2756 2425
2757/* 2426/*
2758 * Updates the canonical_key in op to value. 2427 * Updates the canonical_key in op to value.
2765 * Returns TRUE on success. 2434 * Returns TRUE on success.
2766 */ 2435 */
2767int 2436int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2437set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2438{
2770 key_value *
2771 field = NULL, *last = NULL; 2439 key_value *field = NULL, *last = NULL;
2772 2440
2773 for (field = op->key_values; field != NULL; field = field->next) 2441 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2442 {
2775 if (field->key != canonical_key) 2443 if (field->key != canonical_key)
2776 { 2444 {
2804 /* IF we get here, key doesn't exist */ 2472 /* IF we get here, key doesn't exist */
2805 2473
2806 /* No field, we'll have to add it. */ 2474 /* No field, we'll have to add it. */
2807 2475
2808 if (!add_key) 2476 if (!add_key)
2809 {
2810 return FALSE; 2477 return FALSE;
2811 } 2478
2812 /* There isn't any good reason to store a null 2479 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2480 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2481 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2482 * be here. If user wants to store empty strings,
2816 * should pass in "" 2483 * should pass in ""
2844 shstr key_ (key); 2511 shstr key_ (key);
2845 2512
2846 return set_ob_key_value_s (op, key_, value, add_key); 2513 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2514}
2848 2515
2516object::depth_iterator::depth_iterator (object *container)
2517: iterator_base (container)
2518{
2519 while (item->inv)
2520 item = item->inv;
2521}
2522
2849void 2523void
2850object::deep_iterator::next () 2524object::depth_iterator::next ()
2851{ 2525{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2526 if (item->below)
2527 {
2855 item = item->below; 2528 item = item->below;
2529
2530 while (item->inv)
2531 item = item->inv;
2532 }
2856 else 2533 else
2857 item = item->env->below; 2534 item = item->env;
2858} 2535}
2536
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2566// return a suitable string describing an object in enough detail to find it
2567const char *
2568object::debug_desc (char *info) const
2569{
2570 char flagdesc[512];
2571 char info2[256 * 4];
2572 char *p = info;
2573
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq,
2576 &name,
2577 title ? "\",title:\"" : "",
2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2580
2581 if (env)
2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2583
2584 if (map)
2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2586
2587 return info;
2588}
2589
2590const char *
2591object::debug_desc () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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