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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.121 by root, Tue Jan 23 03:17:55 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 47};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 57};
55 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 334 }
335
260 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
262 if (op->carrying != sum) 339 if (op->carrying != sum)
263 op->carrying = sum; 340 op->carrying = sum;
341
264 return sum; 342 return sum;
265} 343}
266 344
267/** 345/**
268 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
275 op = op->env; 353 op = op->env;
276 return op; 354 return op;
277} 355}
278 356
279/* 357/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 359 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
298 */ 361 */
299 362
300void 363char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 save_object (freezer, op, 1);
368{ 371 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 372}
377 373
378/* 374/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break;
410 return op; 402 return op;
403
404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
417 */ 411 */
418
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628
629void 557void
630update_ob_speed (object *op) 558object::set_speed (float speed)
631{ 559{
632 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
633
634 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated.
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 561 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 563 speed = 0;
645#endif
646 }
647 if (arch_init)
648 { 564 }
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656 565
657 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
658 * of the list. */ 567
659 op->active_next = active_objects; 568 if (has_active_speed ())
660 if (op->active_next != NULL) 569 activate ();
661 op->active_next->active_prev = op;
662 active_objects = op;
663 }
664 else 570 else
665 { 571 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 572}
686 573
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 574/*
719 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
721 * 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
722 * invisible object, etc...) 578 * invisible object, etc...)
723 * 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
724 * 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
725 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
726 * 582 *
727 * 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.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 584 * current action are:
733 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
735 * 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
736 * 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.
737 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
738 */ 590 */
739
740void 591void
741update_object (object *op, int action) 592update_object (object *op, int action)
742{ 593{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
745 595
746 if (op == NULL) 596 if (op == NULL)
747 { 597 {
748 /* this should never happen */ 598 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 600 return;
751 } 601 }
752 602
753 if (op->env != NULL) 603 if (op->env)
754 { 604 {
755 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
756 * to do in this case. 606 * to do in this case.
757 */ 607 */
758 return; 608 return;
763 */ 613 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 615 return;
766 616
767 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
768 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)
769 { 619 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 621#ifdef MANY_CORES
772 abort (); 622 abort ();
773#endif 623#endif
774 return; 624 return;
775 } 625 }
776 626
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
784 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
785 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* 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
808 * to have move_allow right now. 644 * to have move_allow right now.
809 */ 645 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 648 m.flags_ = 0;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 649 }
816 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 652 * that is being removed.
819 */ 653 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 655 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
824 else 658 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 660
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 661 if (op->more)
834 update_object (op->more, action); 662 update_object (op->more, action);
835}
836
837static unordered_vector<object *> mortals;
838static std::vector<object *> freed;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854} 663}
855 664
856object::object () 665object::object ()
857{ 666{
858 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
859 668
860 expmul = 1.0; 669 expmul = 1.0;
861 face = blank_face; 670 face = blank_face;
862 attacked_by_count = -1;
863} 671}
864 672
865object::~object () 673object::~object ()
866{ 674{
675 unlink ();
676
867 free_key_values (this); 677 free_key_values (this);
868} 678}
869 679
680static int object_count;
681
870void object::link () 682void object::link ()
871{ 683{
684 assert (!index);//D
685 uuid = gen_uuid ();
872 count = ++ob_count; 686 count = ++object_count;
873 687
874 prev = 0; 688 refcnt_inc ();
875 next = objects; 689 objects.insert (this);
876
877 if (objects)
878 objects->prev = this;
879
880 objects = this;
881} 690}
882 691
883void object::unlink () 692void object::unlink ()
884{ 693{
885 count = 0;
886
887 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next;
891 prev = 0;
892 }
893
894 if (next) 694 if (!index)
895 { 695 return;
896 next->prev = prev; 696
897 next = 0; 697 objects.erase (this);
698 refcnt_dec ();
699}
700
701void
702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
898 } 752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756}
899 757
900 if (this == objects) 758/*
901 objects = next; 759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || ms ().move_block == MOVE_ALL)
781 {
782 while (inv)
783 {
784 inv->destroy_inv (drop_to_ground);
785 inv->destroy ();
786 }
787 }
788 else
789 { /* Put objects in inventory onto this space */
790 while (inv)
791 {
792 object *op = inv;
793
794 if (op->flag [FLAG_STARTEQUIP]
795 || op->flag [FLAG_NO_DROP]
796 || op->type == RUNE
797 || op->type == TRAP
798 || op->flag [FLAG_IS_A_TEMPLATE]
799 || op->flag [FLAG_DESTROY_ON_DEATH])
800 op->destroy ();
801 else
802 map->insert (op, x, y);
803 }
804 }
902} 805}
903 806
904object *object::create () 807object *object::create ()
905{ 808{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 809 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 810 op->link ();
921 return op; 811 return op;
922} 812}
923 813
924/* 814void
925 * free_object() frees everything allocated by an object, removes 815object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 816{
936 if (QUERY_FLAG (this, FLAG_FREED)) 817 attachable::do_destroy ();
818
819 if (flag [FLAG_IS_LINKED])
820 remove_button_link (this);
821
822 if (flag [FLAG_FRIENDLY])
823 remove_friendly_object (this);
824
825 if (!flag [FLAG_REMOVED])
826 remove ();
827
828 destroy_inv (true);
829
830 deactivate ();
831 unlink ();
832
833 flag [FLAG_FREED] = 1;
834
835 // hack to ensure that freed objects still have a valid map
836 {
837 static maptile *freed_map; // freed objects are moved here to avoid crashes
838
839 if (!freed_map)
840 {
841 freed_map = new maptile;
842
843 freed_map->name = "/internal/freed_objects_map";
844 freed_map->width = 3;
845 freed_map->height = 3;
846
847 freed_map->alloc ();
848 freed_map->in_memory = MAP_IN_MEMORY;
849 }
850
851 map = freed_map;
852 x = 1;
853 y = 1;
854 }
855
856 head = 0;
857
858 if (more)
859 {
860 more->destroy ();
861 more = 0;
862 }
863
864 // clear those pointers that likely might have circular references to us
865 owner = 0;
866 enemy = 0;
867 attacked_by = 0;
868}
869
870void
871object::destroy (bool destroy_inventory)
872{
873 if (destroyed ())
937 return; 874 return;
938 875
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 876 if (destroy_inventory)
940 remove_ob (this); 877 destroy_inv (false);
941 878
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 879 attachable::destroy ();
943 remove_friendly_object (this);
944
945 SET_FLAG (this, FLAG_FREED);
946
947 if (more)
948 {
949 more->free (free_inventory);
950 more = 0;
951 }
952
953 if (inv)
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004} 880}
1005 881
1006/* 882/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 883 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 884 * weight of an object (and what is carried by it's environment(s)).
1009 */ 885 */
1010
1011void 886void
1012sub_weight (object *op, signed long weight) 887sub_weight (object *op, signed long weight)
1013{ 888{
1014 while (op != NULL) 889 while (op != NULL)
1015 { 890 {
1016 if (op->type == CONTAINER) 891 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 892 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 893
1020 op->carrying -= weight; 894 op->carrying -= weight;
1021 op = op->env; 895 op = op->env;
1022 } 896 }
1023} 897}
1024 898
1025/* remove_ob(op): 899/* op->remove ():
1026 * This function removes the object op from the linked list of objects 900 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 901 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 902 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 903 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 904 * the previous environment.
1031 * Beware: This function is called from the editor as well! 905 * Beware: This function is called from the editor as well!
1032 */ 906 */
1033
1034void 907void
1035remove_ob (object *op) 908object::remove_slow ()
1036{ 909{
910 object *tmp, *last = 0;
1037 object * 911 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 912
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 914 return;
1056 915
1057 SET_FLAG (op, FLAG_REMOVED); 916 SET_FLAG (this, FLAG_REMOVED);
917 INVOKE_OBJECT (REMOVE, this);
1058 918
1059 if (op->more != NULL) 919 if (more)
1060 remove_ob (op->more); 920 more->remove ();
1061 921
1062 /* 922 /*
1063 * In this case, the object to be removed is in someones 923 * In this case, the object to be removed is in someones
1064 * inventory. 924 * inventory.
1065 */ 925 */
1066 if (op->env != NULL) 926 if (env)
1067 { 927 {
1068 if (op->nrof) 928 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 929 sub_weight (env, weight * nrof);
1070 else 930 else
1071 sub_weight (op->env, op->weight + op->carrying); 931 sub_weight (env, weight + carrying);
1072 932
1073 /* NO_FIX_PLAYER is set when a great many changes are being 933 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 934 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 935 * to save cpu time.
1076 */ 936 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 937 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 938 otmp->update_stats ();
1079 939
1080 if (op->above != NULL) 940 if (above)
1081 op->above->below = op->below; 941 above->below = below;
1082 else 942 else
1083 op->env->inv = op->below; 943 env->inv = below;
1084 944
1085 if (op->below != NULL) 945 if (below)
1086 op->below->above = op->above; 946 below->above = above;
1087 947
1088 /* we set up values so that it could be inserted into 948 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 949 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 950 * to the caller to decide what we want to do.
1091 */ 951 */
1092 op->x = op->env->x, op->y = op->env->y; 952 x = env->x, y = env->y;
1093 op->map = op->env->map; 953 map = env->map;
1094 op->above = NULL, op->below = NULL; 954 above = 0, below = 0;
1095 op->env = NULL; 955 env = 0;
1096 } 956 }
1097 else if (op->map) 957 else if (map)
1098 { 958 {
1099 x = op->x; 959 if (type == PLAYER)
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 { 960 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 961 --map->players;
1106 op->map->path, op->x, op->y); 962 map->touch ();
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */
1111 abort ();
1112 } 963 }
1113 964
1114 if (op->map != m) 965 map->dirty = true;
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 966 mapspace &ms = this->ms ();
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */
1121 967
1122 /* link the object above us */ 968 /* link the object above us */
1123 if (op->above) 969 if (above)
1124 op->above->below = op->below; 970 above->below = below;
1125 else 971 else
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
1127 973
1128 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
1129 if (op->below) 975 if (below)
1130 op->below->above = op->above; 976 below->above = above;
1131 else 977 else
1132 { 978 {
1133 /* Nothing below, which means we need to relink map object for this space 979 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is 980 * use translated coordinates in case some oddness with map tiling is
1135 * evident 981 * evident
1136 */ 982 */
1137 if (GET_MAP_OB (m, x, y) != op) 983 if (GET_MAP_OB (map, x, y) != this)
1138 {
1139 dump_object (op);
1140 LOG (llevError,
1141 "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); 984 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1142 dump_object (GET_MAP_OB (m, x, y));
1143 LOG (llevError, "%s\n", errmsg);
1144 }
1145 985
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
1147 } 987 }
1148 988
1149 op->above = 0; 989 above = 0;
1150 op->below = 0; 990 below = 0;
1151 991
1152 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1153 return; 993 return;
1154 994
1155 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 996
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 { 998 {
1160 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1161 * being removed. 1000 * being removed.
1162 */ 1001 */
1163 1002
1164 if (tmp->type == PLAYER && tmp != op) 1003 if (tmp->type == PLAYER && tmp != this)
1165 { 1004 {
1166 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1168 * appropriately. 1007 * appropriately.
1169 */ 1008 */
1170 if (tmp->container == op) 1009 if (tmp->container == this)
1171 { 1010 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1012 tmp->container = 0;
1174 } 1013 }
1175 1014
1176 tmp->contr->socket.update_look = 1; 1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1177 } 1017 }
1178 1018
1179 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1023 {
1182 move_apply (tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1183 1025
1184 if (was_destroyed (op, tag)) 1026 if (destroyed ())
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1187 }
1188 } 1028 }
1189 1029
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1192 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1193 tmp->above = NULL; 1033 tmp->above = 0;
1194 1034
1195 last = tmp; 1035 last = tmp;
1196 } 1036 }
1197 1037
1198 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1199 if (last == NULL) 1040 if (!last)
1200 { 1041 map->at (x, y).flags_ = 0;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1042 else
1210 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1211 1044
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1214 } 1047 }
1215} 1048}
1216 1049
1217/* 1050/*
1218 * merge_ob(op,top): 1051 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1054 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1057 */
1225
1226object * 1058object *
1227merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1228{ 1060{
1229 if (!op->nrof) 1061 if (!op->nrof)
1230 return 0; 1062 return 0;
1231 1063
1232 if (top == NULL) 1064 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1234 1067
1235 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1236 { 1069 {
1237 if (top == op) 1070 if (top == op)
1238 continue; 1071 continue;
1239 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1240 { 1074 {
1241 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1242 1076
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1079 op->destroy ();
1246 free_object (op);
1247 return top; 1080 return top;
1248 } 1081 }
1249 } 1082 }
1250 1083
1251 return NULL; 1084 return 0;
1252} 1085}
1253 1086
1254/* 1087/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1256 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1257 */ 1090 */
1258object * 1091object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1093{
1261 object *tmp;
1262
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1095 {
1268 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1269 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1270 } 1098 }
1271 1099
1290 * Return value: 1118 * Return value:
1291 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1121 * just 'op' otherwise
1294 */ 1122 */
1295
1296object * 1123object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1125{
1299 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1300 sint16 x, y;
1301 1127
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1303 { 1129 {
1304 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1305 return NULL; 1131 return NULL;
1306 } 1132 }
1307 1133
1308 if (m == NULL) 1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1138
1139 if (!m)
1309 { 1140 {
1310 dump_object (op); 1141 char *dump = dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1143 free (dump);
1312 return op; 1144 return op;
1313 } 1145 }
1314 1146
1315 if (out_of_map (m, op->x, op->y)) 1147 if (out_of_map (m, op->x, op->y))
1316 { 1148 {
1317 dump_object (op); 1149 char *dump = dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1319#ifdef MANY_CORES 1151#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object 1152 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting 1153 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted. 1154 * improperly inserted.
1323 */ 1155 */
1324 abort (); 1156 abort ();
1325#endif 1157#endif
1158 free (dump);
1326 return op; 1159 return op;
1327 } 1160 }
1328 1161
1329 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 {
1331 dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1333 return op;
1334 }
1335
1336 if (op->more != NULL)
1337 {
1338 /* The part may be on a different map. */
1339
1340 object *more = op->more; 1162 if (object *more = op->more)
1341 1163 {
1342 /* We really need the caller to normalize coordinates - if
1343 * we set the map, that doesn't work if the location is within
1344 * a map and this is straddling an edge. So only if coordinate
1345 * is clear wrong do we normalize it.
1346 */
1347 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 else if (!more->map)
1350 {
1351 /* For backwards compatibility - when not dealing with tiled maps,
1352 * more->map should always point to the parent.
1353 */
1354 more->map = m;
1355 }
1356
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1358 { 1165 {
1359 if (!op->head) 1166 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361 1168
1362 return NULL; 1169 return 0;
1363 } 1170 }
1364 } 1171 }
1365 1172
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1173 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1174
1368 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* Ideally, the caller figures this out. However, it complicates a lot
1369 * of areas of callers (eg, anything that uses find_free_spot would now 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1370 * need extra work 1177 * need extra work
1371 */ 1178 */
1372 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1373 x = op->x; 1180 return 0;
1374 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1375 1184
1376 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1377 */ 1186 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1189 if (object::can_merge (op, tmp))
1381 { 1190 {
1382 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1192 tmp->destroy ();
1384 free_object (tmp);
1385 } 1193 }
1386 1194
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1195 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1196 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1197
1402 op->below = originator->below; 1210 op->below = originator->below;
1403 1211
1404 if (op->below) 1212 if (op->below)
1405 op->below->above = op; 1213 op->below->above = op;
1406 else 1214 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1215 ms.bot = op;
1408 1216
1409 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1410 originator->below = op; 1218 originator->below = op;
1411 } 1219 }
1412 else 1220 else
1413 { 1221 {
1222 top = ms.bot;
1223
1414 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1415 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1416 { 1226 {
1417 object *last = NULL; 1227 object *last = 0;
1418 1228
1419 /* 1229 /*
1420 * If there are multiple objects on this space, we do some trickier handling. 1230 * If there are multiple objects on this space, we do some trickier handling.
1421 * We've already dealt with merging if appropriate. 1231 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1232 * Generally, we want to put the new object on top. But if
1426 * once we get to them. This reduces the need to traverse over all of 1236 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1237 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1238 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1430 */ 1240 */
1431 1241 for (top = ms.bot; top; top = top->above)
1432 while (top != NULL)
1433 { 1242 {
1434 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1435 floor = top; 1244 floor = top;
1436 1245
1437 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1246 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1440 top = top->below; 1249 top = top->below;
1441 break; 1250 break;
1442 } 1251 }
1443 1252
1444 last = top; 1253 last = top;
1445 top = top->above;
1446 } 1254 }
1447 1255
1448 /* Don't want top to be NULL, so set it to the last valid object */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1449 top = last; 1257 top = last;
1450 1258
1457 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1458 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1268 * stacking is a bit odd.
1461 */ 1269 */
1462 if (!(flag & INS_ON_TOP) && 1270 if (!(flag & INS_ON_TOP)
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1464 { 1273 {
1465 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1276 break;
1277
1468 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1469 * and make sure we have a below pointer for it so that 1279 * and make sure we have a below pointer for it so that
1470 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1471 * set top to the object below us. 1281 * set top to the object below us.
1472 */ 1282 */
1474 top = last->below; 1284 top = last->below;
1475 } 1285 }
1476 } /* If objects on this space */ 1286 } /* If objects on this space */
1477 1287
1478 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1479 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1480 1290
1481 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1482 top = floor; 1292 top = floor;
1483 1293
1484 /* Top is the object that our object (op) is going to get inserted above. 1294 /* Top is the object that our object (op) is going to get inserted above.
1485 */ 1295 */
1486 1296
1487 /* First object on this space */ 1297 /* First object on this space */
1488 if (!top) 1298 if (!top)
1489 { 1299 {
1490 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1491 1301
1492 if (op->above) 1302 if (op->above)
1493 op->above->below = op; 1303 op->above->below = op;
1494 1304
1495 op->below = NULL; 1305 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1306 ms.bot = op;
1497 } 1307 }
1498 else 1308 else
1499 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1500 op->above = top->above; 1310 op->above = top->above;
1501 1311
1504 1314
1505 op->below = top; 1315 op->below = top;
1506 top->above = op; 1316 top->above = op;
1507 } 1317 }
1508 1318
1509 if (op->above == NULL) 1319 if (!op->above)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1320 ms.top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1512 1322
1513 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1324 {
1514 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1326 ++op->map->players;
1327 op->map->touch ();
1328 }
1329
1330 op->map->dirty = true;
1515 1331
1516 /* If we have a floor, we know the player, if any, will be above 1332 /* If we have a floor, we know the player, if any, will be above
1517 * it, so save a few ticks and start from there. 1333 * it, so save a few ticks and start from there.
1518 */ 1334 */
1519 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1336 if (object *pl = ms.player ())
1521 if (tmp->type == PLAYER) 1337 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1338 pl->contr->ns->floorbox_update ();
1523 1339
1524 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1341 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1342 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1343 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1344 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1345 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1346 * or just updating the P_UPTODATE for spaces within this area
1531 * of effect may be sufficient. 1347 * of effect may be sufficient.
1532 */ 1348 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1349 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1350 update_all_los (op->map, op->x, op->y);
1535 1351
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1352 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1353 update_object (op, UP_OBJ_INSERT);
1538 1354
1355 INVOKE_OBJECT (INSERT, op);
1356
1539 /* Don't know if moving this to the end will break anything. However, 1357 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1358 * we want to have floorbox_update called before calling this.
1541 * 1359 *
1542 * check_move_on() must be after this because code called from 1360 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1361 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1362 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1363 * update_object().
1547 1365
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1366 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1367 if (!(flag & INS_NO_WALK_ON) && !op->head)
1550 { 1368 {
1551 if (check_move_on (op, originator)) 1369 if (check_move_on (op, originator))
1552 return NULL; 1370 return 0;
1553 1371
1554 /* If we are a multi part object, lets work our way through the check 1372 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1373 * walk on's.
1556 */ 1374 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1375 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1376 if (check_move_on (tmp, originator))
1559 return NULL; 1377 return 0;
1560 } 1378 }
1561 1379
1562 return op; 1380 return op;
1563} 1381}
1564 1382
1565/* this function inserts an object in the map, but if it 1383/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1384 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1385 * op is the object to insert it under: supplies x and the map.
1568 */ 1386 */
1569void 1387void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1388replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1389{
1572 object * 1390 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1391
1577 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1578 1393
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 { 1396 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1397
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1399
1590 tmp1->x = op->x; 1400 tmp1->x = op->x;
1591 tmp1->y = op->y; 1401 tmp1->y = op->y;
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1402 insert_ob_in_map (tmp1, op->map, op, 0);
1403}
1404
1405object *
1406object::insert_at (object *where, object *originator, int flags)
1407{
1408 where->map->insert (this, where->x, where->y, originator, flags);
1593} 1409}
1594 1410
1595/* 1411/*
1596 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1412 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597 * is returned contains nr objects, and the remaining parts contains 1413 * is returned contains nr objects, and the remaining parts contains
1598 * the rest (or is removed and freed if that number is 0). 1414 * the rest (or is removed and freed if that number is 0).
1599 * On failure, NULL is returned, and the reason put into the 1415 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array. 1416 * global static errmsg array.
1601 */ 1417 */
1602
1603object * 1418object *
1604get_split_ob (object *orig_ob, uint32 nr) 1419get_split_ob (object *orig_ob, uint32 nr)
1605{ 1420{
1606 object * 1421 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1422 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1423
1611 if (orig_ob->nrof < nr) 1424 if (orig_ob->nrof < nr)
1612 { 1425 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1426 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL; 1427 return NULL;
1615 } 1428 }
1616 1429
1617 newob = object_create_clone (orig_ob); 1430 newob = object_create_clone (orig_ob);
1618 1431
1619 if ((orig_ob->nrof -= nr) < 1) 1432 if ((orig_ob->nrof -= nr) < 1)
1620 { 1433 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1434 else if (!is_removed)
1626 { 1435 {
1627 if (orig_ob->env != NULL) 1436 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1437 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1438 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1649 1458
1650object * 1459object *
1651decrease_ob_nr (object *op, uint32 i) 1460decrease_ob_nr (object *op, uint32 i)
1652{ 1461{
1653 object *tmp; 1462 object *tmp;
1654 player *pl;
1655 1463
1656 if (i == 0) /* objects with op->nrof require this check */ 1464 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1465 return op;
1658 1466
1659 if (i > op->nrof) 1467 if (i > op->nrof)
1660 i = op->nrof; 1468 i = op->nrof;
1661 1469
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1470 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1471 op->nrof -= i;
1664 else if (op->env != NULL) 1472 else if (op->env)
1665 { 1473 {
1666 /* is this object in the players inventory, or sub container 1474 /* is this object in the players inventory, or sub container
1667 * therein? 1475 * therein?
1668 */ 1476 */
1669 tmp = is_player_inv (op->env); 1477 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1478 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1479 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1480 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1481 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1482 * and then searching the map for a player.
1675 */ 1483 */
1676 if (!tmp) 1484 if (!tmp)
1677 { 1485 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1486 if (pl->ob->container == op->env)
1487 {
1488 tmp = pl->ob;
1680 break; 1489 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1490 }
1686 1491
1687 if (i < op->nrof) 1492 if (i < op->nrof)
1688 { 1493 {
1689 sub_weight (op->env, op->weight * i); 1494 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1495 op->nrof -= i;
1691 if (tmp) 1496 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1497 esrv_send_item (tmp, op);
1694 }
1695 } 1498 }
1696 else 1499 else
1697 { 1500 {
1698 remove_ob (op); 1501 op->remove ();
1699 op->nrof = 0; 1502 op->nrof = 0;
1700 if (tmp) 1503 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1504 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1505 }
1705 } 1506 }
1706 else 1507 else
1707 { 1508 {
1708 object *above = op->above; 1509 object *above = op->above;
1709 1510
1710 if (i < op->nrof) 1511 if (i < op->nrof)
1711 op->nrof -= i; 1512 op->nrof -= i;
1712 else 1513 else
1713 { 1514 {
1714 remove_ob (op); 1515 op->remove ();
1715 op->nrof = 0; 1516 op->nrof = 0;
1716 } 1517 }
1717 1518
1718 /* Since we just removed op, op->above is null */ 1519 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1520 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1521 if (tmp->type == PLAYER)
1721 { 1522 {
1722 if (op->nrof) 1523 if (op->nrof)
1723 esrv_send_item (tmp, op); 1524 esrv_send_item (tmp, op);
1724 else 1525 else
1728 1529
1729 if (op->nrof) 1530 if (op->nrof)
1730 return op; 1531 return op;
1731 else 1532 else
1732 { 1533 {
1733 free_object (op); 1534 op->destroy ();
1734 return NULL; 1535 return 0;
1735 } 1536 }
1736} 1537}
1737 1538
1738/* 1539/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1540 * add_weight(object, weight) adds the specified weight to an object,
1751 op->carrying += weight; 1552 op->carrying += weight;
1752 op = op->env; 1553 op = op->env;
1753 } 1554 }
1754} 1555}
1755 1556
1557object *
1558insert_ob_in_ob (object *op, object *where)
1559{
1560 if (!where)
1561 {
1562 char *dump = dump_object (op);
1563 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1564 free (dump);
1565 return op;
1566 }
1567
1568 if (where->head)
1569 {
1570 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1571 where = where->head;
1572 }
1573
1574 return where->insert (op);
1575}
1576
1756/* 1577/*
1757 * insert_ob_in_ob(op,environment): 1578 * env->insert (op)
1758 * This function inserts the object op in the linked list 1579 * This function inserts the object op in the linked list
1759 * inside the object environment. 1580 * inside the object environment.
1760 * 1581 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1582 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1583 * be != op, if items are merged. -Tero
1768 */ 1584 */
1769 1585
1770object * 1586object *
1771insert_ob_in_ob (object *op, object *where) 1587object::insert (object *op)
1772{ 1588{
1773 object * 1589 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1590
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1591 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1592 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1593
1797 if (op->more) 1594 if (op->more)
1798 { 1595 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1596 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1597 return op;
1802 1599
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1600 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1601 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1602 if (op->nrof)
1806 { 1603 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1604 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1605 if (object::can_merge (tmp, op))
1809 { 1606 {
1810 /* return the original object and remove inserted object 1607 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1608 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1609 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1610 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1611 * tmp->nrof, we need to increase the weight.
1815 */ 1612 */
1816 add_weight (where, op->weight * op->nrof); 1613 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1614 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1615 op->destroy (); /* free the inserted object */
1819 op = tmp; 1616 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1617 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1618 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1619 break;
1823 } 1620 }
1824 1621
1825 /* I assume combined objects have no inventory 1622 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1623 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1624 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1625 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1626 * the linking below
1830 */ 1627 */
1831 add_weight (where, op->weight * op->nrof); 1628 add_weight (this, op->weight * op->nrof);
1832 } 1629 }
1833 else 1630 else
1834 add_weight (where, (op->weight + op->carrying)); 1631 add_weight (this, (op->weight + op->carrying));
1835 1632
1836 otmp = is_player_inv (where); 1633 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1634 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1635 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1636 otmp->update_stats ();
1841 }
1842 1637
1843 op->map = NULL; 1638 op->map = 0;
1844 op->env = where; 1639 op->env = this;
1845 op->above = NULL; 1640 op->above = 0;
1846 op->below = NULL; 1641 op->below = 0;
1847 op->x = 0, op->y = 0; 1642 op->x = 0, op->y = 0;
1848 1643
1849 /* reset the light list and los of the players on the map */ 1644 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1645 if ((op->glow_radius != 0) && map)
1851 { 1646 {
1852#ifdef DEBUG_LIGHTS 1647#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1648 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */ 1649#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1650 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1651 update_all_los (map, x, y);
1857 } 1652 }
1858 1653
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1654 /* Client has no idea of ordering so lets not bother ordering it here.
1860 * It sure simplifies this function... 1655 * It sure simplifies this function...
1861 */ 1656 */
1862 if (where->inv == NULL) 1657 if (!inv)
1863 where->inv = op; 1658 inv = op;
1864 else 1659 else
1865 { 1660 {
1866 op->below = where->inv; 1661 op->below = inv;
1867 op->below->above = op; 1662 op->below->above = op;
1868 where->inv = op; 1663 inv = op;
1869 } 1664 }
1665
1666 INVOKE_OBJECT (INSERT, this);
1667
1870 return op; 1668 return op;
1871} 1669}
1872 1670
1873/* 1671/*
1874 * Checks if any objects has a move_type that matches objects 1672 * Checks if any objects has a move_type that matches objects
1888 * 1686 *
1889 * MSW 2001-07-08: Check all objects on space, not just those below 1687 * MSW 2001-07-08: Check all objects on space, not just those below
1890 * object being inserted. insert_ob_in_map may not put new objects 1688 * object being inserted. insert_ob_in_map may not put new objects
1891 * on top. 1689 * on top.
1892 */ 1690 */
1893
1894int 1691int
1895check_move_on (object *op, object *originator) 1692check_move_on (object *op, object *originator)
1896{ 1693{
1897 object * 1694 object *tmp;
1898 tmp; 1695 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1696 int x = op->x, y = op->y;
1905 1697
1906 MoveType 1698 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1699
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1700 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1701 return 0;
1913
1914 tag = op->count;
1915 1702
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1706
1935 1722
1936 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1938 */ 1725 */
1939 1726
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1941 { 1728 {
1942 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1731 * we don't need to check all of them.
1945 */ 1732 */
1963 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1964 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1965 { 1752 {
1966 1753
1967 float 1754 float
1968 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1969 1756
1970 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1971 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1972 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1973 diff /= 4.0; 1760 diff /= 4.0;
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1767 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1768 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1769 {
1983 move_apply (tmp, op, originator); 1770 move_apply (tmp, op, originator);
1984 1771
1985 if (was_destroyed (op, tag)) 1772 if (op->destroyed ())
1986 return 1; 1773 return 1;
1987 1774
1988 /* what the person/creature stepped onto has moved the object 1775 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1776 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1777 * have a feeling strange problems would result.
2000/* 1787/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1788 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1789 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
2004 */ 1791 */
2005
2006object * 1792object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1794{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
2013 { 1796 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1798 return NULL;
2016 } 1799 }
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1800
1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2018 if (tmp->arch == at) 1802 if (tmp->arch == at)
2019 return tmp; 1803 return tmp;
1804
2020 return NULL; 1805 return NULL;
2021} 1806}
2022 1807
2023/* 1808/*
2024 * present(type, map, x, y) searches for any objects with 1809 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1810 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2027 */ 1812 */
2028
2029object * 1813object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1814present (unsigned char type, maptile *m, int x, int y)
2031{ 1815{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1816 if (out_of_map (m, x, y))
2036 { 1817 {
2037 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1819 return NULL;
2039 } 1820 }
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2041 if (tmp->type == type) 1823 if (tmp->type == type)
2042 return tmp; 1824 return tmp;
1825
2043 return NULL; 1826 return NULL;
2044} 1827}
2045 1828
2046/* 1829/*
2047 * present_in_ob(type, object) searches for any objects with 1830 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1831 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2050 */ 1833 */
2051
2052object * 1834object *
2053present_in_ob (unsigned char type, const object *op) 1835present_in_ob (unsigned char type, const object *op)
2054{ 1836{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1838 if (tmp->type == type)
2060 return tmp; 1839 return tmp;
1840
2061 return NULL; 1841 return NULL;
2062} 1842}
2063 1843
2064/* 1844/*
2065 * present_in_ob (type, str, object) searches for any objects with 1845 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1853 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1854 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1855 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1856 * to be unique.
2077 */ 1857 */
2078
2079object * 1858object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1859present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1860{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1863 return tmp;
2089 } 1864
2090 return NULL; 1865 return 0;
2091} 1866}
2092 1867
2093/* 1868/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1869 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1870 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
2097 */ 1872 */
2098
2099object * 1873object *
2100present_arch_in_ob (const archetype *at, const object *op) 1874present_arch_in_ob (const archetype *at, const object *op)
2101{ 1875{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1877 if (tmp->arch == at)
2107 return tmp; 1878 return tmp;
1879
2108 return NULL; 1880 return NULL;
2109} 1881}
2110 1882
2111/* 1883/*
2112 * activate recursively a flag on an object inventory 1884 * activate recursively a flag on an object inventory
2113 */ 1885 */
2114void 1886void
2115flag_inv (object *op, int flag) 1887flag_inv (object *op, int flag)
2116{ 1888{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1889 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1891 {
2123 SET_FLAG (tmp, flag); 1892 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1893 flag_inv (tmp, flag);
2125 } 1894 }
2126} /* 1895}
1896
1897/*
2127 * desactivate recursively a flag on an object inventory 1898 * deactivate recursively a flag on an object inventory
2128 */ 1899 */
2129void 1900void
2130unflag_inv (object *op, int flag) 1901unflag_inv (object *op, int flag)
2131{ 1902{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1903 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1905 {
2138 CLEAR_FLAG (tmp, flag); 1906 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1907 unflag_inv (tmp, flag);
2140 } 1908 }
2141} 1909}
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1912 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively). 1913 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for 1914 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function. 1915 * him/her-self and all object carried by a call to this function.
2148 */ 1916 */
2149
2150void 1917void
2151set_cheat (object *op) 1918set_cheat (object *op)
2152{ 1919{
2153 SET_FLAG (op, FLAG_WAS_WIZ); 1920 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ); 1921 flag_inv (op, FLAG_WAS_WIZ);
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 1940 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 1941 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 1942 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 1943 * customized, changed states, etc.
2177 */ 1944 */
2178
2179int 1945int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1946find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 1947{
2182 int
2183 i,
2184 index = 0, flag; 1948 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 1949 int altern[SIZEOFFREE];
2187 1950
2188 for (i = start; i < stop; i++) 1951 for (int i = start; i < stop; i++)
2189 { 1952 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1953 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191 if (!flag) 1954 if (!flag)
2192 altern[index++] = i; 1955 altern [index++] = i;
2193 1956
2194 /* Basically, if we find a wall on a space, we cut down the search size. 1957 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 1958 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 1959 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 1960 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 1961 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 1962 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 1963 * won't look 2 spaces south of the target space.
2201 */ 1964 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1965 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 1966 stop = maxfree[i];
2204 } 1967 }
1968
2205 if (!index) 1969 if (!index)
2206 return -1; 1970 return -1;
1971
2207 return altern[RANDOM () % index]; 1972 return altern[RANDOM () % index];
2208} 1973}
2209 1974
2210/* 1975/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 1978 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1979 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 1980 */
2216
2217int 1981int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1982find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 1983{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 1984 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1985 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 1986 return i;
2227 } 1987
2228 return -1; 1988 return -1;
2229} 1989}
2230 1990
2231/* 1991/*
2232 * The function permute(arr, begin, end) randomly reorders the array 1992 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 1993 * arr[begin..end-1].
1994 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 1995 */
2235static void 1996static void
2236permute (int *arr, int begin, int end) 1997permute (int *arr, int begin, int end)
2237{ 1998{
2238 int 1999 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2000 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2001
2249 tmp = arr[i]; 2002 while (--end)
2250 arr[i] = arr[j]; 2003 swap (arr [end], arr [RANDOM () % (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2004}
2254 2005
2255/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2011 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2012 */
2262void 2013void
2263get_search_arr (int *search_arr) 2014get_search_arr (int *search_arr)
2264{ 2015{
2265 int 2016 int i;
2266 i;
2267 2017
2268 for (i = 0; i < SIZEOFFREE; i++) 2018 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2019 search_arr[i] = i;
2271 }
2272 2020
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2021 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2022 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2023 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2024}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2033 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2034 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2035 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2036 * there is capable of.
2289 */ 2037 */
2290
2291int 2038int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2039find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2040{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2041 int i, max = SIZEOFFREE, mflags;
2297 2042
2298 sint16 nx, ny; 2043 sint16 nx, ny;
2299 object * 2044 object *tmp;
2300 tmp; 2045 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2046
2304 MoveType blocked, move_type; 2047 MoveType blocked, move_type;
2305 2048
2306 if (exclude && exclude->head) 2049 if (exclude && exclude->head)
2307 { 2050 {
2319 mp = m; 2062 mp = m;
2320 nx = x + freearr_x[i]; 2063 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2064 ny = y + freearr_y[i];
2322 2065
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2066 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2067
2324 if (mflags & P_OUT_OF_MAP) 2068 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2069 max = maxfree[i];
2327 }
2328 else 2070 else
2329 { 2071 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2072 mapspace &ms = mp->at (nx, ny);
2073
2074 blocked = ms.move_block;
2331 2075
2332 if ((move_type & blocked) == move_type) 2076 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2077 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2078 else if (mflags & P_IS_ALIVE)
2337 { 2079 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2080 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2082 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break; 2083 break;
2343 } 2084
2344 }
2345 if (tmp) 2085 if (tmp)
2346 {
2347 return freedir[i]; 2086 return freedir[i];
2348 }
2349 } 2087 }
2350 } 2088 }
2351 } 2089 }
2090
2352 return 0; 2091 return 0;
2353} 2092}
2354 2093
2355/* 2094/*
2356 * distance(object 1, object 2) will return the square of the 2095 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2096 * distance between the two given objects.
2358 */ 2097 */
2359
2360int 2098int
2361distance (const object *ob1, const object *ob2) 2099distance (const object *ob1, const object *ob2)
2362{ 2100{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2101 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2102}
2369 2103
2370/* 2104/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2105 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2106 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2107 * object, needs to travel toward it.
2374 */ 2108 */
2375
2376int 2109int
2377find_dir_2 (int x, int y) 2110find_dir_2 (int x, int y)
2378{ 2111{
2379 int 2112 int q;
2380 q;
2381 2113
2382 if (y) 2114 if (y)
2383 q = x * 100 / y; 2115 q = x * 100 / y;
2384 else if (x) 2116 else if (x)
2385 q = -300 * x; 2117 q = -300 * x;
2410 2142
2411 return 3; 2143 return 3;
2412} 2144}
2413 2145
2414/* 2146/*
2415 * absdir(int): Returns a number between 1 and 8, which represent
2416 * the "absolute" direction of a number (it actually takes care of
2417 * "overflow" in previous calculations of a direction).
2418 */
2419
2420int
2421absdir (int d)
2422{
2423 while (d < 1)
2424 d += 8;
2425 while (d > 8)
2426 d -= 8;
2427 return d;
2428}
2429
2430/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2432 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2433 */ 2149 */
2434
2435int 2150int
2436dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2437{ 2152{
2438 int 2153 int d;
2439 d;
2440 2154
2441 d = abs (dir1 - dir2); 2155 d = abs (dir1 - dir2);
2442 if (d > 4) 2156 if (d > 4)
2443 d = 8 - d; 2157 d = 8 - d;
2158
2444 return d; 2159 return d;
2445} 2160}
2446 2161
2447/* peterm: 2162/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2163 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2166 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2167 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2168 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2169 * functions.
2455 */ 2170 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2171int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2172 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2173 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2174 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2175 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2176 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2224 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2225 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2226 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2227 * Modified to be map tile aware -.MSW
2515 */ 2228 */
2516
2517
2518int 2229int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2230can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2231{
2521 sint16 dx, dy; 2232 sint16 dx, dy;
2522 int
2523 mflags; 2233 int mflags;
2524 2234
2525 if (dir < 0) 2235 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2236 return 0; /* exit condition: invalid direction */
2527 2237
2528 dx = x + freearr_x[dir]; 2238 dx = x + freearr_x[dir];
2541 return 0; 2251 return 0;
2542 2252
2543 /* yes, can see. */ 2253 /* yes, can see. */
2544 if (dir < 9) 2254 if (dir < 9)
2545 return 1; 2255 return 1;
2256
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2257 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2258 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2259 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2260}
2549
2550
2551 2261
2552/* 2262/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2263 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2264 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2265 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2276 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2277 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2278 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2279}
2570 2280
2571
2572/* 2281/*
2573 * create clone from object to another 2282 * create clone from object to another
2574 */ 2283 */
2575object * 2284object *
2576object_create_clone (object *asrc) 2285object_create_clone (object *asrc)
2577{ 2286{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2287 object *dst = 0, *tmp, *src, *part, *prev, *item;
2580 2288
2581 if (!asrc) 2289 if (!asrc)
2582 return NULL; 2290 return 0;
2291
2583 src = asrc; 2292 src = asrc;
2584 if (src->head) 2293 if (src->head)
2585 src = src->head; 2294 src = src->head;
2586 2295
2587 prev = NULL; 2296 prev = 0;
2588 for (part = src; part; part = part->more) 2297 for (part = src; part; part = part->more)
2589 { 2298 {
2590 tmp = get_object (); 2299 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2300 tmp->x -= src->x;
2593 tmp->y -= src->y; 2301 tmp->y -= src->y;
2302
2594 if (!part->head) 2303 if (!part->head)
2595 { 2304 {
2596 dst = tmp; 2305 dst = tmp;
2597 tmp->head = NULL; 2306 tmp->head = 0;
2598 } 2307 }
2599 else 2308 else
2600 {
2601 tmp->head = dst; 2309 tmp->head = dst;
2602 } 2310
2603 tmp->more = NULL; 2311 tmp->more = 0;
2312
2604 if (prev) 2313 if (prev)
2605 prev->more = tmp; 2314 prev->more = tmp;
2315
2606 prev = tmp; 2316 prev = tmp;
2607 } 2317 }
2608 2318
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2319 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2321
2615 return dst; 2322 return dst;
2616} 2323}
2617 2324
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */ 2325/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */ 2326/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */ 2327/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */ 2328/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */ 2329/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */ 2330/* Also remember that multiparts objects are not supported for now. */
2638
2639object * 2331object *
2640load_object_str (const char *obstr) 2332load_object_str (const char *obstr)
2641{ 2333{
2642 object * 2334 object *op;
2643 op;
2644 char
2645 filename[MAX_BUF]; 2335 char filename[MAX_BUF];
2646 2336
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648 2338
2649 FILE *
2650 tempfile = fopen (filename, "w"); 2339 FILE *tempfile = fopen (filename, "w");
2651 2340
2652 if (tempfile == NULL) 2341 if (tempfile == NULL)
2653 { 2342 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n"); 2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL; 2344 return NULL;
2656 }; 2345 }
2346
2657 fprintf (tempfile, obstr); 2347 fprintf (tempfile, obstr);
2658 fclose (tempfile); 2348 fclose (tempfile);
2659 2349
2660 op = get_object (); 2350 op = object::create ();
2661 2351
2662 object_thawer thawer (filename); 2352 object_thawer thawer (filename);
2663 2353
2664 if (thawer) 2354 if (thawer)
2665 load_object (thawer, op, 0); 2355 load_object (thawer, op, 0);
2675 * returns NULL if no match. 2365 * returns NULL if no match.
2676 */ 2366 */
2677object * 2367object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2368find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2369{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2370 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2371 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2372 return tmp;
2686 2373
2687 return NULL; 2374 return 0;
2688} 2375}
2689 2376
2690/* If ob has a field named key, return the link from the list, 2377/* If ob has a field named key, return the link from the list,
2691 * otherwise return NULL. 2378 * otherwise return NULL.
2692 * 2379 *
2694 * do the desired thing. 2381 * do the desired thing.
2695 */ 2382 */
2696key_value * 2383key_value *
2697get_ob_key_link (const object *ob, const char *key) 2384get_ob_key_link (const object *ob, const char *key)
2698{ 2385{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2386 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2387 if (link->key == key)
2705 {
2706 return link; 2388 return link;
2707 }
2708 }
2709 2389
2710 return NULL; 2390 return 0;
2711} 2391}
2712 2392
2713/* 2393/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2394 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2395 *
2718 * The returned string is shared. 2398 * The returned string is shared.
2719 */ 2399 */
2720const char * 2400const char *
2721get_ob_key_value (const object *op, const char *const key) 2401get_ob_key_value (const object *op, const char *const key)
2722{ 2402{
2723 key_value * 2403 key_value *link;
2724 link; 2404 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2405
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2406 if (!canonical_key)
2731 { 2407 {
2732 /* 1. There being a field named key on any object 2408 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2409 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2410 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2411 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2412 */
2737 return NULL; 2413 return 0;
2738 } 2414 }
2739 2415
2740 /* This is copied from get_ob_key_link() above - 2416 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2417 * only 4 lines, and saves the function call overhead.
2742 */ 2418 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2419 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2420 if (link->key == canonical_key)
2746 {
2747 return link->value; 2421 return link->value;
2748 } 2422
2749 }
2750 return NULL; 2423 return 0;
2751} 2424}
2752 2425
2753 2426
2754/* 2427/*
2755 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2762 * Returns TRUE on success. 2435 * Returns TRUE on success.
2763 */ 2436 */
2764int 2437int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2439{
2767 key_value *
2768 field = NULL, *last = NULL; 2440 key_value *field = NULL, *last = NULL;
2769 2441
2770 for (field = op->key_values; field != NULL; field = field->next) 2442 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2443 {
2772 if (field->key != canonical_key) 2444 if (field->key != canonical_key)
2773 { 2445 {
2801 /* IF we get here, key doesn't exist */ 2473 /* IF we get here, key doesn't exist */
2802 2474
2803 /* No field, we'll have to add it. */ 2475 /* No field, we'll have to add it. */
2804 2476
2805 if (!add_key) 2477 if (!add_key)
2806 {
2807 return FALSE; 2478 return FALSE;
2808 } 2479
2809 /* There isn't any good reason to store a null 2480 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2481 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2482 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2483 * be here. If user wants to store empty strings,
2813 * should pass in "" 2484 * should pass in ""
2840{ 2511{
2841 shstr key_ (key); 2512 shstr key_ (key);
2842 2513
2843 return set_ob_key_value_s (op, key_, value, add_key); 2514 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2515}
2516
2517object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container)
2519{
2520 while (item->inv)
2521 item = item->inv;
2522}
2523
2524void
2525object::depth_iterator::next ()
2526{
2527 if (item->below)
2528 {
2529 item = item->below;
2530
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534 else
2535 item = item->env;
2536}
2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2567// return a suitable string describing an object in enough detail to find it
2568const char *
2569object::debug_desc (char *info) const
2570{
2571 char flagdesc[512];
2572 char info2[256 * 4];
2573 char *p = info;
2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq,
2577 &name,
2578 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2581
2582 if (env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584
2585 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587
2588 return info;
2589}
2590
2591const char *
2592object::debug_desc () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604

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