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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.104 by root, Tue Jan 2 21:13:21 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 208 * used to store nrof).
130 */ 209 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
203 276
204 /* Note sure why the following is the case - either the object has to 277 /* 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 278 * be animated or have a very low speed. Is this an attempted monster
206 * check? 279 * check?
207 */ 280 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 282 return 0;
210 283
211 switch (ob1->type) 284 switch (ob1->type)
212 { 285 {
213 case SCROLL: 286 case SCROLL:
255 { 328 {
256 if (inv->inv) 329 if (inv->inv)
257 sum_weight (inv); 330 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 332 }
333
260 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
262 if (op->carrying != sum) 337 if (op->carrying != sum)
263 op->carrying = sum; 338 op->carrying = sum;
339
264 return sum; 340 return sum;
265} 341}
266 342
267/** 343/**
268 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
275 op = op->env; 351 op = op->env;
276 return op; 352 return op;
277} 353}
278 354
279/* 355/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 357 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
298 */ 359 */
299 360
300void 361char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 362dump_object (object *op)
356{ 363{
357 if (op == NULL) 364 if (!op)
358 { 365 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 366
366void 367 object_freezer freezer;
367dump_all_objects (void) 368 save_object (freezer, op, 1);
368{ 369 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 370}
377 371
378/* 372/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
400 */ 394 */
401 395
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break; 401 return op;
402
410 return op; 403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 */ 410 */
418 411
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436} 429}
437 430
438/* 431/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474}
475
476/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 433 * skill and experience objects.
479 */ 434 */
480void 435void
481set_owner (object *op, object *owner) 436object::set_owner (object *owner)
482{ 437{
483 if (owner == NULL || op == NULL) 438 if (!owner)
484 return; 439 return;
485 440
486 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
492 */ 447 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
494 owner = owner->owner; 449 owner = owner->owner;
495 450
496 /* IF the owner still has an owner, we did not resolve to a final owner.
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner; 451 this->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 {
525 /* players don't have owners - they own themselves. Update
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return;
532 }
533
534 set_owner (op, owner);
535} 452}
536 453
537/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 455 * refcounts and freeing the links.
539 */ 456 */
549 } 466 }
550 467
551 op->key_values = 0; 468 op->key_values = 0;
552} 469}
553 470
554void object::clear ()
555{
556 attachable_base::clear ();
557
558 free_key_values (this);
559
560 clear_owner (this);
561
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/* 471/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
625 * will point at garbage. 477 * will point at garbage.
626 */ 478 */
627
628void 479void
629copy_object (object *op2, object *op) 480object::copy_to (object *dst)
630{ 481{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
633 484
634 op2->clone (op); 485 *(object_copy *)dst = *this;
635 486
636 if (is_freed) 487 if (is_freed)
637 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
638 if (is_removed) 490 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
640 492
641 if (op2->speed < 0) 493 if (speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
643 495
644 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
645 if (op2->key_values) 497 if (key_values)
646 { 498 {
647 key_value *tail = 0; 499 key_value *tail = 0;
648 key_value *i; 500 key_value *i;
649 501
650 op->key_values = 0; 502 dst->key_values = 0;
651 503
652 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
653 { 505 {
654 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
655 507
656 new_link->next = 0; 508 new_link->next = 0;
657 new_link->key = i->key; 509 new_link->key = i->key;
658 new_link->value = i->value; 510 new_link->value = i->value;
659 511
660 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
661 if (!op->key_values) 513 if (!dst->key_values)
662 { 514 {
663 op->key_values = new_link; 515 dst->key_values = new_link;
664 tail = new_link; 516 tail = new_link;
665 } 517 }
666 else 518 else
667 { 519 {
668 tail->next = new_link; 520 tail->next = new_link;
669 tail = new_link; 521 tail = new_link;
670 } 522 }
671 } 523 }
672 } 524 }
673 525
674 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
675} 535}
676 536
677/* 537/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
680 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
681 */ 541 */
682
683void 542void
684update_turn_face (object *op) 543update_turn_face (object *op)
685{ 544{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 546 return;
547
688 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
690} 550}
691 551
692/* 552/*
693 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
696 */ 556 */
697
698void 557void
699update_ob_speed (object *op) 558object::set_speed (float speed)
700{ 559{
701 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
702
703 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated.
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 561 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 563 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 564 }
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725 565
726 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
727 * of the list. */ 567
728 op->active_next = active_objects; 568 if (has_active_speed ())
729 if (op->active_next != NULL) 569 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 570 else
734 { 571 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 572}
755 573
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 574/*
788 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 578 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
795 * 582 *
796 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 584 * current action are:
802 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
807 */ 590 */
808
809void 591void
810update_object (object *op, int action) 592update_object (object *op, int action)
811{ 593{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
814 595
815 if (op == NULL) 596 if (op == NULL)
816 { 597 {
817 /* this should never happen */ 598 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 600 return;
820 } 601 }
821 602
822 if (op->env != NULL) 603 if (op->env)
823 { 604 {
824 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
825 * to do in this case. 606 * to do in this case.
826 */ 607 */
827 return; 608 return;
832 */ 613 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 615 return;
835 616
836 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 619 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 621#ifdef MANY_CORES
841 abort (); 622 abort ();
842#endif 623#endif
843 return; 624 return;
844 } 625 }
845 626
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
853 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
854 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 644 * to have move_allow right now.
878 */ 645 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 648 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 649 }
885 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 652 * that is being removed.
888 */ 653 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 655 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
893 else 658 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 660
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 661 if (op->more)
903 update_object (op->more, action); 662 update_object (op->more, action);
904} 663}
905 664
906static unordered_vector < object *>mortals; 665object *object::first;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922 666
923object::object () 667object::object ()
924{ 668{
925 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
926 670
927 expmul = 1.0; 671 expmul = 1.0;
928 face = blank_face; 672 face = blank_face;
929 attacked_by_count = -1;
930} 673}
931 674
932object::~object () 675object::~object ()
933{ 676{
934 free_key_values (this); 677 free_key_values (this);
935} 678}
936 679
937void object::link () 680void object::link ()
938{ 681{
939 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
940 684
941 prev = 0; 685 prev = 0;
942 next = objects; 686 next = object::first;
943 687
944 if (objects) 688 if (object::first)
945 objects->prev = this; 689 object::first->prev = this;
946 690
947 objects = this; 691 object::first = this;
948} 692}
949 693
950void object::unlink () 694void object::unlink ()
951{ 695{
952 count = 0; 696 if (this == object::first)
697 object::first = next;
953 698
954 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
958 prev = 0; 703 prev = 0;
959 }
960
961 if (next)
962 {
963 next->prev = prev;
964 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
965 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
966 725
967 if (this == objects) 726 if (active_next)
968 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
969} 829}
970 830
971object *object::create () 831object *object::create ()
972{ 832{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 833 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 834 op->link ();
989 return op; 835 return op;
990} 836}
991 837
992/* 838void
993 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 840{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
1005 return; 851 return;
1006 852
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 853 set_speed (0);
1008 remove_ob (this);
1009 854
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 855 flag [FLAG_FREED] = 1;
1011 remove_friendly_object (this);
1012 856
1013 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
1014 884
1015 if (more) 885 if (more)
1016 { 886 {
1017 more->free (free_inventory); 887 more->destroy ();
1018 more = 0; 888 more = 0;
1019 } 889 }
1020 890
1021 if (inv) 891 // clear those pointers that likely might have circular references to us
1022 { 892 owner = 0;
1023 /* Only if the space blocks everything do we not process - 893 enemy = 0;
1024 * if some form of movement is allowed, let objects 894 attacked_by = 0;
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030 895
1031 while (op) 896 // only relevant for players(?), but make sure of it anyways
1032 { 897 contr = 0;
1033 object *tmp = op->below; 898}
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041 899
1042 while (op) 900void
1043 { 901object::destroy (bool destroy_inventory)
1044 object *tmp = op->below; 902{
903 if (destroyed ())
904 return;
1045 905
1046 remove_ob (op); 906 if (destroy_inventory)
907 destroy_inv (false);
1047 908
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 909 attachable::destroy ();
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 910}
1073 911
1074/* 912/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1077 */ 915 */
1078
1079void 916void
1080sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1081{ 918{
1082 while (op != NULL) 919 while (op != NULL)
1083 { 920 {
1084 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 923
1088 op->carrying -= weight; 924 op->carrying -= weight;
1089 op = op->env; 925 op = op->env;
1090 } 926 }
1091} 927}
1092 928
1093/* remove_ob(op): 929/* op->remove ():
1094 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 934 * the previous environment.
1099 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1100 */ 936 */
1101
1102void 937void
1103remove_ob (object *op) 938object::remove ()
1104{ 939{
940 object *tmp, *last = 0;
1105 object * 941 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 942
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 944 return;
1124 945
1125 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1126 948
1127 if (op->more != NULL) 949 if (more)
1128 remove_ob (op->more); 950 more->remove ();
1129 951
1130 /* 952 /*
1131 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1132 * inventory. 954 * inventory.
1133 */ 955 */
1134 if (op->env != NULL) 956 if (env)
1135 { 957 {
1136 if (op->nrof) 958 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1138 else 960 else
1139 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1140 962
1141 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 965 * to save cpu time.
1144 */ 966 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 968 otmp->update_stats ();
1147 969
1148 if (op->above != NULL) 970 if (above)
1149 op->above->below = op->below; 971 above->below = below;
1150 else 972 else
1151 op->env->inv = op->below; 973 env->inv = below;
1152 974
1153 if (op->below != NULL) 975 if (below)
1154 op->below->above = op->above; 976 below->above = above;
1155 977
1156 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1159 */ 981 */
1160 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1161 op->map = op->env->map; 983 map = env->map;
1162 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1163 op->env = NULL; 985 env = 0;
1164 } 986 }
1165 else if (op->map) 987 else if (map)
1166 { 988 {
1167 x = op->x; 989 if (type == PLAYER)
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 } 990 {
1181 991 --map->players;
1182 if (op->map != m) 992 map->touch ();
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */ 993 }
994
995 map->dirty = true;
1189 996
1190 /* link the object above us */ 997 /* link the object above us */
1191 if (op->above) 998 if (above)
1192 op->above->below = op->below; 999 above->below = below;
1193 else 1000 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1195 1002
1196 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1197 if (op->below) 1004 if (below)
1198 op->below->above = op->above; 1005 below->above = above;
1199 else 1006 else
1200 { 1007 {
1201 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1010 * evident
1204 */ 1011 */
1205 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1206 { 1013 {
1207 dump_object (op); 1014 char *dump = dump_object (this);
1208 LOG (llevError, 1015 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1017 free (dump);
1210 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1211 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1212 } 1021 }
1213 1022
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1215 } 1024 }
1216 1025
1217 op->above = 0; 1026 above = 0;
1218 op->below = 0; 1027 below = 0;
1219 1028
1220 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1221 return; 1030 return;
1222 1031
1223 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1033
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1227 { 1035 {
1228 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1229 * being removed. 1037 * being removed.
1230 */ 1038 */
1231 1039
1232 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1233 { 1041 {
1234 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1236 * appropriately. 1044 * appropriately.
1237 */ 1045 */
1238 if (tmp->container == op) 1046 if (tmp->container == this)
1239 { 1047 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1049 tmp->container = 0;
1242 } 1050 }
1243 1051
1244 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1245 } 1054 }
1246 1055
1247 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1060 {
1250 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1251 1062
1252 if (was_destroyed (op, tag)) 1063 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1065 }
1257 1066
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1260 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1261 tmp->above = NULL; 1070 tmp->above = 0;
1262 1071
1263 last = tmp; 1072 last = tmp;
1264 } 1073 }
1265 1074
1266 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1077 if (!last)
1268 { 1078 map->at (x, y).flags_ = 0;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1079 else
1278 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1279 1081
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1282 } 1084 }
1283} 1085}
1284 1086
1285/* 1087/*
1286 * merge_ob(op,top): 1088 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1091 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1094 */
1293
1294object * 1095object *
1295merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1296{ 1097{
1297 if (!op->nrof) 1098 if (!op->nrof)
1298 return 0; 1099 return 0;
1299 1100
1300 if (top == NULL) 1101 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1302 1104
1303 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1304 { 1106 {
1305 if (top == op) 1107 if (top == op)
1306 continue; 1108 continue;
1307 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1308 { 1111 {
1309 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1310 1113
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1116 op->destroy ();
1314 free_object (op);
1315 return top; 1117 return top;
1316 } 1118 }
1317 } 1119 }
1318 1120
1319 return NULL; 1121 return 0;
1320} 1122}
1321 1123
1322/* 1124/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1325 */ 1127 */
1326object * 1128object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1130{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1132 {
1336 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1337 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1338 } 1135 }
1339 1136
1358 * Return value: 1155 * Return value:
1359 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1158 * just 'op' otherwise
1362 */ 1159 */
1363
1364object * 1160object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1162{
1367 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1368 sint16 x, y; 1164 sint16 x, y;
1369 1165
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1371 { 1167 {
1372 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL; 1169 return NULL;
1374 } 1170 }
1375 1171
1376 if (m == NULL) 1172 if (!m)
1377 { 1173 {
1378 dump_object (op); 1174 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1380 return op; 1177 return op;
1381 } 1178 }
1382 1179
1383 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1384 { 1181 {
1385 dump_object (op); 1182 char *dump = dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1387#ifdef MANY_CORES 1184#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1187 * improperly inserted.
1391 */ 1188 */
1392 abort (); 1189 abort ();
1393#endif 1190#endif
1191 free (dump);
1394 return op; 1192 return op;
1395 } 1193 }
1396 1194
1397 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 { 1196 {
1399 dump_object (op); 1197 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1401 return op; 1200 return op;
1402 } 1201 }
1403 1202
1404 if (op->more != NULL) 1203 if (op->more)
1405 { 1204 {
1406 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1407 1206
1408 object *more = op->more; 1207 object *more = op->more;
1409 1208
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 { 1225 {
1427 if (!op->head) 1226 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1228
1430 return NULL; 1229 return 0;
1431 } 1230 }
1432 } 1231 }
1433 1232
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1234
1442 y = op->y; 1241 y = op->y;
1443 1242
1444 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1445 */ 1244 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1449 { 1248 {
1450 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1250 tmp->destroy ();
1452 free_object (tmp);
1453 } 1251 }
1454 1252
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1255
1470 op->below = originator->below; 1268 op->below = originator->below;
1471 1269
1472 if (op->below) 1270 if (op->below)
1473 op->below->above = op; 1271 op->below->above = op;
1474 else 1272 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1476 1274
1477 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1478 originator->below = op; 1276 originator->below = op;
1479 } 1277 }
1480 else 1278 else
1481 { 1279 {
1482 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484 { 1282 {
1485 object *last = NULL; 1283 object *last = 0;
1486 1284
1487 /* 1285 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1494 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1498 */ 1296 */
1499
1500 while (top != NULL) 1297 while (top)
1501 { 1298 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1300 floor = top;
1504 1301
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1526 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1325 * stacking is a bit odd.
1529 */ 1326 */
1530 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 { 1329 {
1533 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1332 break;
1536 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559 1356
1560 if (op->above) 1357 if (op->above)
1561 op->above->below = op; 1358 op->above->below = op;
1562 1359
1563 op->below = NULL; 1360 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1565 } 1362 }
1566 else 1363 else
1567 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1568 op->above = top->above; 1365 op->above = top->above;
1569 1366
1572 1369
1573 op->below = top; 1370 op->below = top;
1574 top->above = op; 1371 top->above = op;
1575 } 1372 }
1576 1373
1577 if (op->above == NULL) 1374 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1580 1377
1581 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1582 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1583 1386
1584 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1585 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1586 */ 1389 */
1587 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1589 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1591 1394
1592 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1402 * of effect may be sufficient.
1600 */ 1403 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1603 1406
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1606 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1607 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1609 * 1414 *
1610 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1418 * update_object().
1615 1420
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1423 {
1619 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1620 return NULL; 1425 return 0;
1621 1426
1622 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1428 * walk on's.
1624 */ 1429 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1627 return NULL; 1432 return 0;
1628 } 1433 }
1629 1434
1630 return op; 1435 return op;
1631} 1436}
1632 1437
1633/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1636 */ 1441 */
1637void 1442void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1444{
1640 object * 1445 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1446
1645 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1646 1448
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1451 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1452
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1454
1658 tmp1->x = op->x; 1455 tmp1->x = op->x;
1659 tmp1->y = op->y; 1456 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1661} 1464}
1662 1465
1663/* 1466/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1471 * global static errmsg array.
1669 */ 1472 */
1670
1671object * 1473object *
1672get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1673{ 1475{
1674 object * 1476 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1478
1679 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1680 { 1480 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1482 return NULL;
1683 } 1483 }
1684 1484
1685 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1686 1486
1687 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1688 { 1488 orig_ob->destroy (1);
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed) 1489 else if (!is_removed)
1694 { 1490 {
1695 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1717 1513
1718object * 1514object *
1719decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1720{ 1516{
1721 object *tmp; 1517 object *tmp;
1722 player *pl;
1723 1518
1724 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1520 return op;
1726 1521
1727 if (i > op->nrof) 1522 if (i > op->nrof)
1728 i = op->nrof; 1523 i = op->nrof;
1729 1524
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1526 op->nrof -= i;
1732 else if (op->env != NULL) 1527 else if (op->env)
1733 { 1528 {
1734 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1735 * therein? 1530 * therein?
1736 */ 1531 */
1737 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1537 * and then searching the map for a player.
1743 */ 1538 */
1744 if (!tmp) 1539 if (!tmp)
1745 { 1540 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1748 break; 1544 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1545 }
1754 1546
1755 if (i < op->nrof) 1547 if (i < op->nrof)
1756 { 1548 {
1757 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1550 op->nrof -= i;
1759 if (tmp) 1551 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1762 }
1763 } 1553 }
1764 else 1554 else
1765 { 1555 {
1766 remove_ob (op); 1556 op->remove ();
1767 op->nrof = 0; 1557 op->nrof = 0;
1768 if (tmp) 1558 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1560 }
1773 } 1561 }
1774 else 1562 else
1775 { 1563 {
1776 object *above = op->above; 1564 object *above = op->above;
1777 1565
1778 if (i < op->nrof) 1566 if (i < op->nrof)
1779 op->nrof -= i; 1567 op->nrof -= i;
1780 else 1568 else
1781 { 1569 {
1782 remove_ob (op); 1570 op->remove ();
1783 op->nrof = 0; 1571 op->nrof = 0;
1784 } 1572 }
1785 1573
1786 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1789 { 1577 {
1790 if (op->nrof) 1578 if (op->nrof)
1791 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1792 else 1580 else
1796 1584
1797 if (op->nrof) 1585 if (op->nrof)
1798 return op; 1586 return op;
1799 else 1587 else
1800 { 1588 {
1801 free_object (op); 1589 op->destroy ();
1802 return NULL; 1590 return 0;
1803 } 1591 }
1804} 1592}
1805 1593
1806/* 1594/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1819 op->carrying += weight; 1607 op->carrying += weight;
1820 op = op->env; 1608 op = op->env;
1821 } 1609 }
1822} 1610}
1823 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1824/* 1632/*
1825 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1826 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1827 * inside the object environment. 1635 * inside the object environment.
1828 * 1636 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1836 */ 1639 */
1837 1640
1838object * 1641object *
1839insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1840{ 1643{
1841 object * 1644 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1645
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1647 op->remove ();
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864 1648
1865 if (op->more) 1649 if (op->more)
1866 { 1650 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1652 return op;
1870 1654
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1657 if (op->nrof)
1874 { 1658 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1877 { 1661 {
1878 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1663 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1883 */ 1667 */
1884 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1887 op = tmp; 1671 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1674 break;
1891 } 1675 }
1892 1676
1893 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1681 * the linking below
1898 */ 1682 */
1899 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1900 } 1684 }
1901 else 1685 else
1902 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1903 1687
1904 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1691 otmp->update_stats ();
1909 }
1910 1692
1911 op->map = NULL; 1693 op->map = 0;
1912 op->env = where; 1694 op->env = this;
1913 op->above = NULL; 1695 op->above = 0;
1914 op->below = NULL; 1696 op->below = 0;
1915 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1916 1698
1917 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1919 { 1701 {
1920#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1925 } 1707 }
1926 1708
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1710 * It sure simplifies this function...
1929 */ 1711 */
1930 if (where->inv == NULL) 1712 if (!inv)
1931 where->inv = op; 1713 inv = op;
1932 else 1714 else
1933 { 1715 {
1934 op->below = where->inv; 1716 op->below = inv;
1935 op->below->above = op; 1717 op->below->above = op;
1936 where->inv = op; 1718 inv = op;
1937 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1938 return op; 1723 return op;
1939} 1724}
1940 1725
1941/* 1726/*
1942 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1956 * 1741 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1958 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1744 * on top.
1960 */ 1745 */
1961
1962int 1746int
1963check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1964{ 1748{
1965 object * 1749 object *tmp;
1966 tmp; 1750 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1973 1752
1974 MoveType 1753 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1754
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1756 return 0;
1981
1982 tag = op->count;
1983 1757
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1761
2003 1777
2004 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2006 */ 1780 */
2007 1781
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1783 {
2010 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1786 * we don't need to check all of them.
2013 */ 1787 */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1824 {
2051 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
2052 1826
2053 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2054 return 1; 1828 return 1;
2055 1829
2056 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2068/* 1842/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2072 */ 1846 */
2073
2074object * 1847object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1849{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
2081 { 1851 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1853 return NULL;
2084 } 1854 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1857 if (tmp->arch == at)
2087 return tmp; 1858 return tmp;
1859
2088 return NULL; 1860 return NULL;
2089} 1861}
2090 1862
2091/* 1863/*
2092 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2095 */ 1867 */
2096
2097object * 1868object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2099{ 1870{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2104 { 1872 {
2105 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1874 return NULL;
2107 } 1875 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1878 if (tmp->type == type)
2110 return tmp; 1879 return tmp;
1880
2111 return NULL; 1881 return NULL;
2112} 1882}
2113 1883
2114/* 1884/*
2115 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2118 */ 1888 */
2119
2120object * 1889object *
2121present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2122{ 1891{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1893 if (tmp->type == type)
2128 return tmp; 1894 return tmp;
1895
2129 return NULL; 1896 return NULL;
2130} 1897}
2131 1898
2132/* 1899/*
2133 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1911 * to be unique.
2145 */ 1912 */
2146
2147object * 1913object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1915{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1918 return tmp;
2157 } 1919
2158 return NULL; 1920 return 0;
2159} 1921}
2160 1922
2161/* 1923/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2165 */ 1927 */
2166
2167object * 1928object *
2168present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2169{ 1930{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1932 if (tmp->arch == at)
2175 return tmp; 1933 return tmp;
1934
2176 return NULL; 1935 return NULL;
2177} 1936}
2178 1937
2179/* 1938/*
2180 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2181 */ 1940 */
2182void 1941void
2183flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2184{ 1943{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1944 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1946 {
2191 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2193 } 1949 }
2194} /* 1950}
1951
1952/*
2195 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2196 */ 1954 */
2197void 1955void
2198unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2199{ 1957{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1958 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1960 {
2206 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2208 } 1963 }
2209} 1964}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2216 */ 1971 */
2217
2218void 1972void
2219set_cheat (object *op) 1973set_cheat (object *op)
2220{ 1974{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1998 * customized, changed states, etc.
2245 */ 1999 */
2246
2247int 2000int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 2002{
2250 int
2251 i,
2252 index = 0, flag; 2003 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2255 2005
2256 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2257 { 2007 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 2009 if (!flag)
2260 altern[index++] = i; 2010 altern [index++] = i;
2261 2011
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2269 */ 2019 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 2021 stop = maxfree[i];
2272 } 2022 }
2023
2273 if (!index) 2024 if (!index)
2274 return -1; 2025 return -1;
2026
2275 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2276} 2028}
2277 2029
2278/* 2030/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2035 */
2284
2285int 2036int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2038{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2041 return i;
2295 } 2042
2296 return -1; 2043 return -1;
2297} 2044}
2298 2045
2299/* 2046/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2050 */
2303static void 2051static void
2304permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2305{ 2053{
2306 int 2054 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2055 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2056
2317 tmp = arr[i]; 2057 while (--end)
2318 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2059}
2322 2060
2323/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2067 */
2330void 2068void
2331get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2332{ 2070{
2333 int 2071 int i;
2334 i;
2335 2072
2336 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2074 search_arr[i] = i;
2339 }
2340 2075
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2079}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2091 * there is capable of.
2357 */ 2092 */
2358
2359int 2093int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2095{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2365 2097
2366 sint16 nx, ny; 2098 sint16 nx, ny;
2367 object * 2099 object *tmp;
2368 tmp; 2100 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2101
2372 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2373 2103
2374 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2375 { 2105 {
2387 mp = m; 2117 mp = m;
2388 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2390 2120
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2392 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2124 max = maxfree[i];
2395 }
2396 else 2125 else
2397 { 2126 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2399 2130
2400 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2132 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2405 { 2134 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2138 break;
2411 } 2139
2412 }
2413 if (tmp) 2140 if (tmp)
2414 {
2415 return freedir[i]; 2141 return freedir[i];
2416 }
2417 } 2142 }
2418 } 2143 }
2419 } 2144 }
2145
2420 return 0; 2146 return 0;
2421} 2147}
2422 2148
2423/* 2149/*
2424 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2151 * distance between the two given objects.
2426 */ 2152 */
2427
2428int 2153int
2429distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2430{ 2155{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2157}
2437 2158
2438/* 2159/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2442 */ 2163 */
2443
2444int 2164int
2445find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2446{ 2166{
2447 int 2167 int q;
2448 q;
2449 2168
2450 if (y) 2169 if (y)
2451 q = x * 100 / y; 2170 q = x * 100 / y;
2452 else if (x) 2171 else if (x)
2453 q = -300 * x; 2172 q = -300 * x;
2488int 2207int
2489absdir (int d) 2208absdir (int d)
2490{ 2209{
2491 while (d < 1) 2210 while (d < 1)
2492 d += 8; 2211 d += 8;
2212
2493 while (d > 8) 2213 while (d > 8)
2494 d -= 8; 2214 d -= 8;
2215
2495 return d; 2216 return d;
2496} 2217}
2497 2218
2498/* 2219/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2501 */ 2222 */
2502 2223
2503int 2224int
2504dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2505{ 2226{
2506 int 2227 int d;
2507 d;
2508 2228
2509 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2510 if (d > 4) 2230 if (d > 4)
2511 d = 8 - d; 2231 d = 8 - d;
2232
2512 return d; 2233 return d;
2513} 2234}
2514 2235
2515/* peterm: 2236/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2243 * functions.
2523 */ 2244 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2300 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2583 */ 2302 */
2584
2585
2586int 2303int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2305{
2589 sint16 dx, dy; 2306 sint16 dx, dy;
2590 int
2591 mflags; 2307 int mflags;
2592 2308
2593 if (dir < 0) 2309 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2595 2311
2596 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2609 return 0; 2325 return 0;
2610 2326
2611 /* yes, can see. */ 2327 /* yes, can see. */
2612 if (dir < 9) 2328 if (dir < 9)
2613 return 1; 2329 return 1;
2330
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2334}
2617
2618
2619 2335
2620/* 2336/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2353}
2638 2354
2639
2640/* 2355/*
2641 * create clone from object to another 2356 * create clone from object to another
2642 */ 2357 */
2643object * 2358object *
2644object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2645{ 2360{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2362
2649 if (!asrc) 2363 if (!asrc)
2650 return NULL; 2364 return 0;
2365
2651 src = asrc; 2366 src = asrc;
2652 if (src->head) 2367 if (src->head)
2653 src = src->head; 2368 src = src->head;
2654 2369
2655 prev = NULL; 2370 prev = 0;
2656 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2657 { 2372 {
2658 tmp = get_object (); 2373 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2374 tmp->x -= src->x;
2661 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2662 if (!part->head) 2377 if (!part->head)
2663 { 2378 {
2664 dst = tmp; 2379 dst = tmp;
2665 tmp->head = NULL; 2380 tmp->head = 0;
2666 } 2381 }
2667 else 2382 else
2668 {
2669 tmp->head = dst; 2383 tmp->head = dst;
2670 } 2384
2671 tmp->more = NULL; 2385 tmp->more = 0;
2386
2672 if (prev) 2387 if (prev)
2673 prev->more = tmp; 2388 prev->more = tmp;
2389
2674 prev = tmp; 2390 prev = tmp;
2675 } 2391 }
2676 2392
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2395
2683 return dst; 2396 return dst;
2684} 2397}
2685 2398
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2706
2707object * 2405object *
2708load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2709{ 2407{
2710 object * 2408 object *op;
2711 op;
2712 char
2713 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2714 2410
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716 2412
2717 FILE *
2718 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2719 2414
2720 if (tempfile == NULL) 2415 if (tempfile == NULL)
2721 { 2416 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL; 2418 return NULL;
2724 }; 2419 }
2420
2725 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2726 fclose (tempfile); 2422 fclose (tempfile);
2727 2423
2728 op = get_object (); 2424 op = object::create ();
2729 2425
2730 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2731 2427
2732 if (thawer) 2428 if (thawer)
2733 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2743 * returns NULL if no match. 2439 * returns NULL if no match.
2744 */ 2440 */
2745object * 2441object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2443{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2446 return tmp;
2754 2447
2755 return NULL; 2448 return 0;
2756} 2449}
2757 2450
2758/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2452 * otherwise return NULL.
2760 * 2453 *
2762 * do the desired thing. 2455 * do the desired thing.
2763 */ 2456 */
2764key_value * 2457key_value *
2765get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2766{ 2459{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2461 if (link->key == key)
2773 {
2774 return link; 2462 return link;
2775 }
2776 }
2777 2463
2778 return NULL; 2464 return 0;
2779} 2465}
2780 2466
2781/* 2467/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2469 *
2786 * The returned string is shared. 2472 * The returned string is shared.
2787 */ 2473 */
2788const char * 2474const char *
2789get_ob_key_value (const object *op, const char *const key) 2475get_ob_key_value (const object *op, const char *const key)
2790{ 2476{
2791 key_value * 2477 key_value *link;
2792 link; 2478 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2479
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2480 if (!canonical_key)
2799 { 2481 {
2800 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2486 */
2805 return NULL; 2487 return 0;
2806 } 2488 }
2807 2489
2808 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2810 */ 2492 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2493 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2494 if (link->key == canonical_key)
2814 {
2815 return link->value; 2495 return link->value;
2816 } 2496
2817 }
2818 return NULL; 2497 return 0;
2819} 2498}
2820 2499
2821 2500
2822/* 2501/*
2823 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2830 * Returns TRUE on success. 2509 * Returns TRUE on success.
2831 */ 2510 */
2832int 2511int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2513{
2835 key_value *
2836 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2837 2515
2838 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2517 {
2840 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2841 { 2519 {
2869 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2870 2548
2871 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2872 2550
2873 if (!add_key) 2551 if (!add_key)
2874 {
2875 return FALSE; 2552 return FALSE;
2876 } 2553
2877 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2881 * should pass in "" 2558 * should pass in ""
2908{ 2585{
2909 shstr key_ (key); 2586 shstr key_ (key);
2910 2587
2911 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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