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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.94 by root, Wed Dec 27 05:22:35 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
412 */ 395 */
413 396
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 object *op;
418
419 for (op = object::first; op != NULL; op = op->next) 400 for (object *op = object::first; op; op = op->next)
420 if (op->count == i) 401 if (op->count == i)
421 break; 402 return op;
422 403
423 return op; 404 return 0;
424} 405}
425 406
426/* 407/*
427 * 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.
428 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
486 } 467 }
487 468
488 op->key_values = 0; 469 op->key_values = 0;
489} 470}
490 471
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
544 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
545 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
548 * will point at garbage. 478 * will point at garbage.
549 */ 479 */
550void 480void
551copy_object (object *op2, object *op) 481object::copy_to (object *dst)
552{ 482{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
555 485
556 op2->clone (op); 486 *(object_copy *)dst = *this;
557 487
558 if (is_freed) 488 if (is_freed)
559 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
560 if (is_removed) 491 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
562 493
563 if (op2->speed < 0) 494 if (speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
565 496
566 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
567 if (op2->key_values) 498 if (key_values)
568 { 499 {
569 key_value *tail = 0; 500 key_value *tail = 0;
570 key_value *i; 501 key_value *i;
571 502
572 op->key_values = 0; 503 dst->key_values = 0;
573 504
574 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
575 { 506 {
576 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
577 508
578 new_link->next = 0; 509 new_link->next = 0;
579 new_link->key = i->key; 510 new_link->key = i->key;
580 new_link->value = i->value; 511 new_link->value = i->value;
581 512
582 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
583 if (!op->key_values) 514 if (!dst->key_values)
584 { 515 {
585 op->key_values = new_link; 516 dst->key_values = new_link;
586 tail = new_link; 517 tail = new_link;
587 } 518 }
588 else 519 else
589 { 520 {
590 tail->next = new_link; 521 tail->next = new_link;
591 tail = new_link; 522 tail = new_link;
592 } 523 }
593 } 524 }
594 } 525 }
595 526
596 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
597} 536}
598 537
599/* 538/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
615 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
618 */ 557 */
619void 558void
620update_ob_speed (object *op) 559object::set_speed (float speed)
621{ 560{
622 extern int arch_init; 561 extern int arch_init;
623 562
624 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated. 564 * since they never really need to be updated.
626 */ 565 */
627 566 if (flag [FLAG_FREED] && speed)
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 567 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 569 speed = 0;
635#endif
636 } 570 }
571
572 this->speed = speed;
637 573
638 if (arch_init) 574 if (arch_init)
639 return; 575 return;
640 576
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
642 { 578 {
643 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
645 return; 581 return;
646 582
647 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
648 * of the list. */ 584 * of the list. */
649 op->active_next = active_objects; 585 active_next = active_objects;
650 586
651 if (op->active_next != NULL) 587 if (active_next)
652 op->active_next->active_prev = op; 588 active_next->active_prev = this;
653 589
654 active_objects = op; 590 active_objects = this;
655 } 591 }
656 else 592 else
657 { 593 {
658 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
660 return; 596 return;
661 597
662 if (op->active_prev == NULL) 598 if (!active_prev)
663 { 599 {
664 active_objects = op->active_next; 600 active_objects = active_next;
665 601
666 if (op->active_next != NULL) 602 if (active_next)
667 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
668 } 604 }
669 else 605 else
670 { 606 {
671 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
672 608
673 if (op->active_next) 609 if (active_next)
674 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
675 } 611 }
676 612
677 op->active_next = NULL; 613 active_next = 0;
678 op->active_prev = NULL; 614 active_prev = 0;
679 } 615 }
680} 616}
681 617
682/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
683 * objects. 619 * objects.
709 op->active_next = NULL; 645 op->active_next = NULL;
710 op->active_prev = NULL; 646 op->active_prev = NULL;
711} 647}
712 648
713/* 649/*
714 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 653 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
721 * 657 *
722 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 659 * current action are:
728 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
733 */ 665 */
734
735void 666void
736update_object (object *op, int action) 667update_object (object *op, int action)
737{ 668{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
740 670
741 if (op == NULL) 671 if (op == NULL)
742 { 672 {
743 /* this should never happen */ 673 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 675 return;
746 } 676 }
747 677
748 if (op->env != NULL) 678 if (op->env)
749 { 679 {
750 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
751 * to do in this case. 681 * to do in this case.
752 */ 682 */
753 return; 683 return;
758 */ 688 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 690 return;
761 691
762 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 694 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 696#ifdef MANY_CORES
767 abort (); 697 abort ();
768#endif 698#endif
769 return; 699 return;
770 } 700 }
771 701
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
779 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
780 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 719 * to have move_allow right now.
804 */ 720 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 723 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 724 }
811 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 727 * that is being removed.
814 */ 728 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
817 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
819 else 733 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 735
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 736 if (op->more)
829 update_object (op->more, action); 737 update_object (op->more, action);
830} 738}
831 739
832object::vector object::mortals;
833object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
834object *object::first; 741object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855 742
856object::object () 743object::object ()
857{ 744{
858 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
859 746
891 778
892 prev = 0; 779 prev = 0;
893 next = 0; 780 next = 0;
894} 781}
895 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || map->at (x, y).move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
896object *object::create () 831object *object::create ()
897{ 832{
898 object *op = new object; 833 object *op = new object;
899 op->link (); 834 op->link ();
900 return op; 835 return op;
901} 836}
902 837
903/* 838void
904 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
905 * it from the list of used objects, and puts it on the list of
906 * free objects. The IS_FREED() flag is set in the object.
907 * The object must have been removed by remove_ob() first for
908 * this function to succeed.
909 *
910 * If destroy_inventory is set, free inventory as well. Else drop items in
911 * inventory to the ground.
912 */
913void object::destroy (bool destroy_inventory)
914{ 840{
915 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
916 return; 851 return;
917 852
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
919 remove_friendly_object (this);
920 854
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
922 remove_ob (this);
923 856
924 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
925 883
926 if (more) 884 if (more)
927 { 885 {
928 more->destroy (destroy_inventory); 886 more->destroy ();
929 more = 0; 887 more = 0;
930 }
931
932 if (inv)
933 {
934 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects
936 * drop on that space.
937 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 {
940 object *op = inv;
941
942 while (op)
943 {
944 object *tmp = op->below;
945 op->destroy (destroy_inventory);
946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952
953 while (op)
954 {
955 object *tmp = op->below;
956
957 remove_ob (op);
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 } 888 }
973 889
974 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
975 owner = 0; 891 owner = 0;
976 enemy = 0; 892 enemy = 0;
977 attacked_by = 0; 893 attacked_by = 0;
978 894
979 // only relevant for players(?), but make sure of it anyways 895 // only relevant for players(?), but make sure of it anyways
980 contr = 0; 896 contr = 0;
897}
981 898
982 /* Remove object from the active list */ 899void
983 speed = 0; 900object::destroy (bool destroy_inventory)
984 update_ob_speed (this); 901{
902 if (destroyed ())
903 return;
985 904
986 unlink (); 905 if (destroy_inventory)
906 destroy_inv (false);
987 907
988 mortals.push_back (this); 908 attachable::destroy ();
989} 909}
990 910
991/* 911/*
992 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
994 */ 914 */
995
996void 915void
997sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
998{ 917{
999 while (op != NULL) 918 while (op != NULL)
1000 { 919 {
1004 op->carrying -= weight; 923 op->carrying -= weight;
1005 op = op->env; 924 op = op->env;
1006 } 925 }
1007} 926}
1008 927
1009/* remove_ob(op): 928/* op->remove ():
1010 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 933 * the previous environment.
1015 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1016 */ 935 */
1017
1018void 936void
1019remove_ob (object *op) 937object::remove ()
1020{ 938{
1021 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1022 object *otmp; 940 object *otmp;
1023 941
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1030 return; 943 return;
1031 944
1032 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1033 947
1034 if (op->more != NULL) 948 if (more)
1035 remove_ob (op->more); 949 more->remove ();
1036 950
1037 /* 951 /*
1038 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1039 * inventory. 953 * inventory.
1040 */ 954 */
1041 if (op->env != NULL) 955 if (env)
1042 { 956 {
1043 if (op->nrof) 957 if (nrof)
1044 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1045 else 959 else
1046 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1047 961
1048 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 964 * to save cpu time.
1051 */ 965 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp); 967 otmp->update_stats ();
1054 968
1055 if (op->above != NULL) 969 if (above != NULL)
1056 op->above->below = op->below; 970 above->below = below;
1057 else 971 else
1058 op->env->inv = op->below; 972 env->inv = below;
1059 973
1060 if (op->below != NULL) 974 if (below != NULL)
1061 op->below->above = op->above; 975 below->above = above;
1062 976
1063 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1066 */ 980 */
1067 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1068 op->map = op->env->map; 982 map = env->map;
1069 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1070 op->env = NULL; 984 env = 0;
1071 } 985 }
1072 else if (op->map) 986 else if (map)
1073 { 987 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had 988 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about 989 * lots of logic for things we no longer care about
1095 */ 990 */
1096 991
1097 /* link the object above us */ 992 /* link the object above us */
1098 if (op->above) 993 if (above)
1099 op->above->below = op->below; 994 above->below = below;
1100 else 995 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1102 997
1103 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1104 if (op->below) 999 if (below)
1105 op->below->above = op->above; 1000 below->above = above;
1106 else 1001 else
1107 { 1002 {
1108 /* Nothing below, which means we need to relink map object for this space 1003 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is 1004 * use translated coordinates in case some oddness with map tiling is
1110 * evident 1005 * evident
1111 */ 1006 */
1112 if (GET_MAP_OB (m, x, y) != op) 1007 if (GET_MAP_OB (map, x, y) != this)
1113 { 1008 {
1114 char *dump = dump_object (op); 1009 char *dump = dump_object (this);
1115 LOG (llevError, 1010 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1011 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump); 1012 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1119 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1120 free (dump); 1015 free (dump);
1121 } 1016 }
1122 1017
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1124 } 1019 }
1125 1020
1126 op->above = 0; 1021 above = 0;
1127 op->below = 0; 1022 below = 0;
1128 1023
1129 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1130 return; 1025 return;
1131 1026
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1028
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1135 { 1030 {
1136 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1137 * being removed. 1032 * being removed.
1138 */ 1033 */
1139 1034
1140 if (tmp->type == PLAYER && tmp != op) 1035 if (tmp->type == PLAYER && tmp != this)
1141 { 1036 {
1142 /* If a container that the player is currently using somehow gets 1037 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1144 * appropriately. 1039 * appropriately.
1145 */ 1040 */
1146 if (tmp->container == op) 1041 if (tmp->container == this)
1147 { 1042 {
1148 CLEAR_FLAG (op, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1149 tmp->container = NULL; 1044 tmp->container = 0;
1150 } 1045 }
1151 1046
1152 tmp->contr->socket.update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1153 } 1049 }
1154 1050
1155 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1156 if (check_walk_off 1052 if (check_walk_off
1157 && ((op->move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 { 1055 {
1160 move_apply (tmp, op, NULL); 1056 move_apply (tmp, this, 0);
1161 1057
1162 if (op->destroyed ()) 1058 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1060 }
1165 1061
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167 1063
1168 if (tmp->above == tmp) 1064 if (tmp->above == tmp)
1169 tmp->above = NULL; 1065 tmp->above = 0;
1170 1066
1171 last = tmp; 1067 last = tmp;
1172 } 1068 }
1173 1069
1174 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1175 if (last == NULL) 1071 if (!last)
1176 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else 1073 else
1186 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1187 1075
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1189 update_all_los (op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1190 } 1078 }
1191} 1079}
1192 1080
1193/* 1081/*
1194 * merge_ob(op,top): 1082 * merge_ob(op,top):
1202merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1203{ 1091{
1204 if (!op->nrof) 1092 if (!op->nrof)
1205 return 0; 1093 return 0;
1206 1094
1207 if (top == NULL) 1095 if (top)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1209 1098
1210 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1211 { 1100 {
1212 if (top == op) 1101 if (top == op)
1213 continue; 1102 continue;
1214 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1215 { 1105 {
1216 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1217 1107
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op); 1110 op->destroy ();
1221 free_object (op);
1222 return top; 1111 return top;
1223 } 1112 }
1224 } 1113 }
1225 1114
1226 return 0; 1115 return 0;
1231 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1232 */ 1121 */
1233object * 1122object *
1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{ 1124{
1236 object *tmp;
1237
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1126 {
1243 tmp->x = x + tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1244 tmp->y = y + tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1245 } 1129 }
1246 1130
1265 * Return value: 1149 * Return value:
1266 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1268 * just 'op' otherwise 1152 * just 'op' otherwise
1269 */ 1153 */
1270
1271object * 1154object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1156{
1274 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1275 sint16 x, y; 1158 sint16 x, y;
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump); 1193 free (dump);
1311 return op; 1194 return op;
1312 } 1195 }
1313 1196
1314 if (op->more != NULL) 1197 if (op->more)
1315 { 1198 {
1316 /* The part may be on a different map. */ 1199 /* The part may be on a different map. */
1317 1200
1318 object *more = op->more; 1201 object *more = op->more;
1319 1202
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 { 1219 {
1337 if (!op->head) 1220 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339 1222
1340 return NULL; 1223 return 0;
1341 } 1224 }
1342 } 1225 }
1343 1226
1344 CLEAR_FLAG (op, FLAG_REMOVED); 1227 CLEAR_FLAG (op, FLAG_REMOVED);
1345 1228
1353 1236
1354 /* this has to be done after we translate the coordinates. 1237 /* this has to be done after we translate the coordinates.
1355 */ 1238 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1239 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1241 if (object::can_merge (op, tmp))
1359 { 1242 {
1360 op->nrof += tmp->nrof; 1243 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1244 tmp->destroy ();
1362 free_object (tmp);
1363 } 1245 }
1364 1246
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1248 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1249
1380 op->below = originator->below; 1262 op->below = originator->below;
1381 1263
1382 if (op->below) 1264 if (op->below)
1383 op->below->above = op; 1265 op->below->above = op;
1384 else 1266 else
1385 SET_MAP_OB (op->map, op->x, op->y, op); 1267 op->ms ().bot = op;
1386 1268
1387 /* since *below* originator, no need to update top */ 1269 /* since *below* originator, no need to update top */
1388 originator->below = op; 1270 originator->below = op;
1389 } 1271 }
1390 else 1272 else
1436 * If INS_ON_TOP is used, don't do this processing 1318 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1319 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1320 * stacking is a bit odd.
1439 */ 1321 */
1440 if (!(flag & INS_ON_TOP) && 1322 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 { 1324 {
1443 for (last = top; last != floor; last = last->below) 1325 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break; 1327 break;
1446 /* Check to see if we found the object that blocks view, 1328 /* Check to see if we found the object that blocks view,
1469 1351
1470 if (op->above) 1352 if (op->above)
1471 op->above->below = op; 1353 op->above->below = op;
1472 1354
1473 op->below = NULL; 1355 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1356 op->ms ().bot = op;
1475 } 1357 }
1476 else 1358 else
1477 { /* get inserted into the stack above top */ 1359 { /* get inserted into the stack above top */
1478 op->above = top->above; 1360 op->above = top->above;
1479 1361
1483 op->below = top; 1365 op->below = top;
1484 top->above = op; 1366 top->above = op;
1485 } 1367 }
1486 1368
1487 if (op->above == NULL) 1369 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1370 op->ms ().top = op;
1489 } /* else not INS_BELOW_ORIGINATOR */ 1371 } /* else not INS_BELOW_ORIGINATOR */
1490 1372
1491 if (op->type == PLAYER) 1373 if (op->type == PLAYER)
1492 op->contr->do_los = 1; 1374 op->contr->do_los = 1;
1493 1375
1494 /* If we have a floor, we know the player, if any, will be above 1376 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1496 */ 1378 */
1497 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1380 if (object *pl = op->ms ().player ())
1499 if (tmp->type == PLAYER) 1381 if (pl->contr->ns)
1500 tmp->contr->socket.update_look = 1; 1382 pl->contr->ns->floorbox_update ();
1501 1383
1502 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1385 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1386 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1387 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient. 1391 * of effect may be sufficient.
1510 */ 1392 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1513 1395
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1397 update_object (op, UP_OBJ_INSERT);
1516 1398
1399 INVOKE_OBJECT (INSERT, op);
1400
1517 /* Don't know if moving this to the end will break anything. However, 1401 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1402 * we want to have floorbox_update called before calling this.
1519 * 1403 *
1520 * check_move_on() must be after this because code called from 1404 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1405 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1406 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1407 * update_object().
1525 1409
1526 /* if this is not the head or flag has been passed, don't check walk on status */ 1410 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head) 1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 { 1412 {
1529 if (check_move_on (op, originator)) 1413 if (check_move_on (op, originator))
1530 return NULL; 1414 return 0;
1531 1415
1532 /* If we are a multi part object, lets work our way through the check 1416 /* If we are a multi part object, lets work our way through the check
1533 * walk on's. 1417 * walk on's.
1534 */ 1418 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1536 if (check_move_on (tmp, originator)) 1420 if (check_move_on (tmp, originator))
1537 return NULL; 1421 return 0;
1538 } 1422 }
1539 1423
1540 return op; 1424 return op;
1541} 1425}
1542 1426
1543/* this function inserts an object in the map, but if it 1427/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1428 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1429 * op is the object to insert it under: supplies x and the map.
1546 */ 1430 */
1547void 1431void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1432replace_insert_ob_in_map (const char *arch_string, object *op)
1549{ 1433{
1550 object * 1434 object *tmp, *tmp1;
1551 tmp;
1552 object *
1553 tmp1;
1554 1435
1555 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1556 1437
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 { 1440 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1441
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1567 1443
1568 tmp1->x = op->x; 1444 tmp1->x = op->x;
1569 tmp1->y = op->y; 1445 tmp1->y = op->y;
1570 insert_ob_in_map (tmp1, op->map, op, 0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 where->map->insert (this, where->x, where->y, originator, flags);
1571} 1453}
1572 1454
1573/* 1455/*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array. 1460 * global static errmsg array.
1579 */ 1461 */
1580
1581object * 1462object *
1582get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1583{ 1464{
1584 object * 1465 object *newob;
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588 1467
1589 if (orig_ob->nrof < nr) 1468 if (orig_ob->nrof < nr)
1590 { 1469 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL; 1471 return NULL;
1593 } 1472 }
1594 1473
1595 newob = object_create_clone (orig_ob); 1474 newob = object_create_clone (orig_ob);
1596 1475
1597 if ((orig_ob->nrof -= nr) < 1) 1476 if ((orig_ob->nrof -= nr) < 1)
1598 { 1477 orig_ob->destroy (1);
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed) 1478 else if (!is_removed)
1604 { 1479 {
1605 if (orig_ob->env != NULL) 1480 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1627 1502
1628object * 1503object *
1629decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1630{ 1505{
1631 object *tmp; 1506 object *tmp;
1632 player *pl;
1633 1507
1634 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1635 return op; 1509 return op;
1636 1510
1637 if (i > op->nrof) 1511 if (i > op->nrof)
1638 i = op->nrof; 1512 i = op->nrof;
1639 1513
1640 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i; 1515 op->nrof -= i;
1642 else if (op->env != NULL) 1516 else if (op->env)
1643 { 1517 {
1644 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1645 * therein? 1519 * therein?
1646 */ 1520 */
1647 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1648 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player. 1526 * and then searching the map for a player.
1653 */ 1527 */
1654 if (!tmp) 1528 if (!tmp)
1655 { 1529 for_all_players (pl)
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1658 break; 1533 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 } 1534 }
1664 1535
1665 if (i < op->nrof) 1536 if (i < op->nrof)
1666 { 1537 {
1667 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i; 1539 op->nrof -= i;
1669 if (tmp) 1540 if (tmp)
1670 {
1671 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1672 }
1673 } 1542 }
1674 else 1543 else
1675 { 1544 {
1676 remove_ob (op); 1545 op->remove ();
1677 op->nrof = 0; 1546 op->nrof = 0;
1678 if (tmp) 1547 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1681 }
1682 } 1549 }
1683 } 1550 }
1684 else 1551 else
1685 { 1552 {
1686 object *above = op->above; 1553 object *above = op->above;
1687 1554
1688 if (i < op->nrof) 1555 if (i < op->nrof)
1689 op->nrof -= i; 1556 op->nrof -= i;
1690 else 1557 else
1691 { 1558 {
1692 remove_ob (op); 1559 op->remove ();
1693 op->nrof = 0; 1560 op->nrof = 0;
1694 } 1561 }
1695 1562
1696 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1698 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1699 { 1566 {
1700 if (op->nrof) 1567 if (op->nrof)
1701 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1702 else 1569 else
1706 1573
1707 if (op->nrof) 1574 if (op->nrof)
1708 return op; 1575 return op;
1709 else 1576 else
1710 { 1577 {
1711 free_object (op); 1578 op->destroy ();
1712 return NULL; 1579 return 0;
1713 } 1580 }
1714} 1581}
1715 1582
1716/* 1583/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1729 op->carrying += weight; 1596 op->carrying += weight;
1730 op = op->env; 1597 op = op->env;
1731 } 1598 }
1732} 1599}
1733 1600
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747
1748object * 1601object *
1749insert_ob_in_ob (object *op, object *where) 1602insert_ob_in_ob (object *op, object *where)
1750{ 1603{
1751 object * 1604 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1605 {
1765 char *dump = dump_object (op); 1606 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1608 free (dump);
1768 return op; 1609 return op;
1769 } 1610 }
1770 1611
1771 if (where->head) 1612 if (where->head)
1772 { 1613 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1615 where = where->head;
1775 } 1616 }
1617
1618 return where->insert (op);
1619}
1620
1621/*
1622 * env->insert (op)
1623 * This function inserts the object op in the linked list
1624 * inside the object environment.
1625 *
1626 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero
1628 */
1629
1630object *
1631object::insert (object *op)
1632{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1776 1637
1777 if (op->more) 1638 if (op->more)
1778 { 1639 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1641 return op;
1782 1643
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1785 if (op->nrof) 1646 if (op->nrof)
1786 { 1647 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1649 if (object::can_merge (tmp, op))
1789 { 1650 {
1790 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1652 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1795 */ 1656 */
1796 add_weight (where, op->weight * op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1799 op = tmp; 1660 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break; 1663 break;
1803 } 1664 }
1804 1665
1805 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1809 * the linking below 1670 * the linking below
1810 */ 1671 */
1811 add_weight (where, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1812 } 1673 }
1813 else 1674 else
1814 add_weight (where, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1815 1676
1816 otmp = is_player_inv (where); 1677 otmp = this->in_player ();
1817 if (otmp && otmp->contr != NULL) 1678 if (otmp && otmp->contr)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp); 1680 otmp->update_stats ();
1821 }
1822 1681
1823 op->map = NULL; 1682 op->map = 0;
1824 op->env = where; 1683 op->env = this;
1825 op->above = NULL; 1684 op->above = 0;
1826 op->below = NULL; 1685 op->below = 0;
1827 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1828 1687
1829 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1689 if ((op->glow_radius != 0) && map)
1831 { 1690 {
1832#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map)) 1694 if (map->darkness)
1836 update_all_los (where->map, where->x, where->y); 1695 update_all_los (map, x, y);
1837 } 1696 }
1838 1697
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function... 1699 * It sure simplifies this function...
1841 */ 1700 */
1842 if (where->inv == NULL) 1701 if (!inv)
1843 where->inv = op; 1702 inv = op;
1844 else 1703 else
1845 { 1704 {
1846 op->below = where->inv; 1705 op->below = inv;
1847 op->below->above = op; 1706 op->below->above = op;
1848 where->inv = op; 1707 inv = op;
1849 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1850 return op; 1712 return op;
1851} 1713}
1852 1714
1853/* 1715/*
1854 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1868 * 1730 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top. 1733 * on top.
1872 */ 1734 */
1873
1874int 1735int
1875check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1876{ 1737{
1877 object *tmp; 1738 object *tmp;
1878 maptile *m = op->map; 1739 maptile *m = op->map;
1905 1766
1906 /* The objects have to be checked from top to bottom. 1767 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top: 1768 * Hence, we first go to the top:
1908 */ 1769 */
1909 1770
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1911 { 1772 {
1912 /* Trim the search when we find the first other spell effect 1773 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects, 1774 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them. 1775 * we don't need to check all of them.
1915 */ 1776 */
1970/* 1831/*
1971 * present_arch(arch, map, x, y) searches for any objects with 1832 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates. 1833 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1974 */ 1835 */
1975
1976object * 1836object *
1977present_arch (const archetype *at, maptile *m, int x, int y) 1837present_arch (const archetype *at, maptile *m, int x, int y)
1978{ 1838{
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y)) 1839 if (m == NULL || out_of_map (m, x, y))
1983 { 1840 {
1984 LOG (llevError, "Present_arch called outside map.\n"); 1841 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL; 1842 return NULL;
1986 } 1843 }
1844
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1988 if (tmp->arch == at) 1846 if (tmp->arch == at)
1989 return tmp; 1847 return tmp;
1848
1990 return NULL; 1849 return NULL;
1991} 1850}
1992 1851
1993/* 1852/*
1994 * present(type, map, x, y) searches for any objects with 1853 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates. 1854 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1997 */ 1856 */
1998
1999object * 1857object *
2000present (unsigned char type, maptile *m, int x, int y) 1858present (unsigned char type, maptile *m, int x, int y)
2001{ 1859{
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y)) 1860 if (out_of_map (m, x, y))
2006 { 1861 {
2007 LOG (llevError, "Present called outside map.\n"); 1862 LOG (llevError, "Present called outside map.\n");
2008 return NULL; 1863 return NULL;
2009 } 1864 }
1865
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2011 if (tmp->type == type) 1867 if (tmp->type == type)
2012 return tmp; 1868 return tmp;
1869
2013 return NULL; 1870 return NULL;
2014} 1871}
2015 1872
2016/* 1873/*
2017 * present_in_ob(type, object) searches for any objects with 1874 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object. 1875 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2020 */ 1877 */
2021
2022object * 1878object *
2023present_in_ob (unsigned char type, const object *op) 1879present_in_ob (unsigned char type, const object *op)
2024{ 1880{
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1881 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type) 1882 if (tmp->type == type)
2030 return tmp; 1883 return tmp;
1884
2031 return NULL; 1885 return NULL;
2032} 1886}
2033 1887
2034/* 1888/*
2035 * present_in_ob (type, str, object) searches for any objects with 1889 * present_in_ob (type, str, object) searches for any objects with
2043 * str is the string to match against. Note that we match against 1897 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the 1898 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name 1899 * spell code can use one object type (force), but change it's name
2046 * to be unique. 1900 * to be unique.
2047 */ 1901 */
2048
2049object * 1902object *
2050present_in_ob_by_name (int type, const char *str, const object *op) 1903present_in_ob_by_name (int type, const char *str, const object *op)
2051{ 1904{
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1906 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp; 1907 return tmp;
2059 } 1908
2060 return NULL; 1909 return 0;
2061} 1910}
2062 1911
2063/* 1912/*
2064 * present_arch_in_ob(archetype, object) searches for any objects with 1913 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object. 1914 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
2067 */ 1916 */
2068
2069object * 1917object *
2070present_arch_in_ob (const archetype *at, const object *op) 1918present_arch_in_ob (const archetype *at, const object *op)
2071{ 1919{
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2076 if (tmp->arch == at) 1921 if (tmp->arch == at)
2077 return tmp; 1922 return tmp;
1923
2078 return NULL; 1924 return NULL;
2079} 1925}
2080 1926
2081/* 1927/*
2082 * activate recursively a flag on an object inventory 1928 * activate recursively a flag on an object inventory
2083 */ 1929 */
2084void 1930void
2085flag_inv (object *op, int flag) 1931flag_inv (object *op, int flag)
2086{ 1932{
2087 object *
2088 tmp;
2089
2090 if (op->inv) 1933 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 { 1935 {
2093 SET_FLAG (tmp, flag); 1936 SET_FLAG (tmp, flag);
2094 flag_inv (tmp, flag); 1937 flag_inv (tmp, flag);
2095 } 1938 }
2096} /* 1939}
1940
1941/*
2097 * desactivate recursively a flag on an object inventory 1942 * deactivate recursively a flag on an object inventory
2098 */ 1943 */
2099void 1944void
2100unflag_inv (object *op, int flag) 1945unflag_inv (object *op, int flag)
2101{ 1946{
2102 object *
2103 tmp;
2104
2105 if (op->inv) 1947 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 { 1949 {
2108 CLEAR_FLAG (tmp, flag); 1950 CLEAR_FLAG (tmp, flag);
2109 unflag_inv (tmp, flag); 1951 unflag_inv (tmp, flag);
2110 } 1952 }
2111} 1953}
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively). 1957 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for 1958 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function. 1959 * him/her-self and all object carried by a call to this function.
2118 */ 1960 */
2119
2120void 1961void
2121set_cheat (object *op) 1962set_cheat (object *op)
2122{ 1963{
2123 SET_FLAG (op, FLAG_WAS_WIZ); 1964 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ); 1965 flag_inv (op, FLAG_WAS_WIZ);
2143 * because arch_blocked (now ob_blocked) needs to know the movement type 1984 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use 1985 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been 1986 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc. 1987 * customized, changed states, etc.
2147 */ 1988 */
2148
2149int 1989int
2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{ 1991{
2152 int
2153 i,
2154 index = 0, flag; 1992 int index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE]; 1993 int altern[SIZEOFFREE];
2157 1994
2158 for (i = start; i < stop; i++) 1995 for (int i = start; i < stop; i++)
2159 { 1996 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2161 if (!flag) 1998 if (!flag)
2162 altern[index++] = i; 1999 altern [index++] = i;
2163 2000
2164 /* Basically, if we find a wall on a space, we cut down the search size. 2001 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall. 2002 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions - 2003 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty 2004 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2005 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2006 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2007 * won't look 2 spaces south of the target space.
2171 */ 2008 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2173 stop = maxfree[i]; 2010 stop = maxfree[i];
2174 } 2011 }
2012
2175 if (!index) 2013 if (!index)
2176 return -1; 2014 return -1;
2015
2177 return altern[RANDOM () % index]; 2016 return altern[RANDOM () % index];
2178} 2017}
2179 2018
2180/* 2019/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2020 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares. 2021 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice. 2022 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2023 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */ 2024 */
2186
2187int 2025int
2188find_first_free_spot (const object *ob, maptile *m, int x, int y) 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{ 2027{
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++) 2028 for (int i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2196 return i; 2030 return i;
2197 } 2031
2198 return -1; 2032 return -1;
2199} 2033}
2200 2034
2201/* 2035/*
2202 * The function permute(arr, begin, end) randomly reorders the array 2036 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1]. 2037 * arr[begin..end-1].
2038 * now uses a fisher-yates shuffle, old permute was broken
2204 */ 2039 */
2205static void 2040static void
2206permute (int *arr, int begin, int end) 2041permute (int *arr, int begin, int end)
2207{ 2042{
2208 int 2043 arr += begin;
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin; 2044 end -= begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218 2045
2219 tmp = arr[i]; 2046 while (--end)
2220 arr[i] = arr[j]; 2047 swap (arr [end], arr [RANDOM () % (end + 1)]);
2221 arr[j] = tmp;
2222 }
2223} 2048}
2224 2049
2225/* new function to make monster searching more efficient, and effective! 2050/* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of 2051 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for 2052 * the spaces to find monsters. In this way, it won't always look for
2230 * the 3x3 area will be searched, just not in a predictable order. 2055 * the 3x3 area will be searched, just not in a predictable order.
2231 */ 2056 */
2232void 2057void
2233get_search_arr (int *search_arr) 2058get_search_arr (int *search_arr)
2234{ 2059{
2235 int 2060 int i;
2236 i;
2237 2061
2238 for (i = 0; i < SIZEOFFREE; i++) 2062 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i; 2063 search_arr[i] = i;
2241 }
2242 2064
2243 permute (search_arr, 1, SIZEOFFREE1 + 1); 2065 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2066 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2067 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246} 2068}
2255 * Perhaps incorrectly, but I'm making the assumption that exclude 2077 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info 2078 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move 2079 * because we have to know what movement the thing looking to move
2258 * there is capable of. 2080 * there is capable of.
2259 */ 2081 */
2260
2261int 2082int
2262find_dir (maptile *m, int x, int y, object *exclude) 2083find_dir (maptile *m, int x, int y, object *exclude)
2263{ 2084{
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags; 2085 int i, max = SIZEOFFREE, mflags;
2267 2086
2268 sint16 nx, ny; 2087 sint16 nx, ny;
2269 object * 2088 object *tmp;
2270 tmp;
2271 maptile * 2089 maptile *mp;
2272 mp;
2273 2090
2274 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2275 2092
2276 if (exclude && exclude->head) 2093 if (exclude && exclude->head)
2277 { 2094 {
2289 mp = m; 2106 mp = m;
2290 nx = x + freearr_x[i]; 2107 nx = x + freearr_x[i];
2291 ny = y + freearr_y[i]; 2108 ny = y + freearr_y[i];
2292 2109
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2111
2294 if (mflags & P_OUT_OF_MAP) 2112 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2113 max = maxfree[i];
2297 }
2298 else 2114 else
2299 { 2115 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2116 mapspace &ms = mp->at (nx, ny);
2117
2118 blocked = ms.move_block;
2301 2119
2302 if ((move_type & blocked) == move_type) 2120 if ((move_type & blocked) == move_type)
2303 {
2304 max = maxfree[i]; 2121 max = maxfree[i];
2305 }
2306 else if (mflags & P_IS_ALIVE) 2122 else if (mflags & P_IS_ALIVE)
2307 { 2123 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2124 for (tmp = ms.bot; tmp; tmp = tmp->above)
2309 { 2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2126 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2312 break; 2127 break;
2313 } 2128
2314 }
2315 if (tmp) 2129 if (tmp)
2316 {
2317 return freedir[i]; 2130 return freedir[i];
2318 }
2319 } 2131 }
2320 } 2132 }
2321 } 2133 }
2134
2322 return 0; 2135 return 0;
2323} 2136}
2324 2137
2325/* 2138/*
2326 * distance(object 1, object 2) will return the square of the 2139 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects. 2140 * distance between the two given objects.
2328 */ 2141 */
2329
2330int 2142int
2331distance (const object *ob1, const object *ob2) 2143distance (const object *ob1, const object *ob2)
2332{ 2144{
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2145 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338} 2146}
2339 2147
2340/* 2148/*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which 2149 * find_dir_2(delta-x,delta-y) will return a direction in which
2342 * an object which has subtracted the x and y coordinates of another 2150 * an object which has subtracted the x and y coordinates of another
2343 * object, needs to travel toward it. 2151 * object, needs to travel toward it.
2344 */ 2152 */
2345
2346int 2153int
2347find_dir_2 (int x, int y) 2154find_dir_2 (int x, int y)
2348{ 2155{
2349 int 2156 int q;
2350 q;
2351 2157
2352 if (y) 2158 if (y)
2353 q = x * 100 / y; 2159 q = x * 100 / y;
2354 else if (x) 2160 else if (x)
2355 q = -300 * x; 2161 q = -300 * x;
2390int 2196int
2391absdir (int d) 2197absdir (int d)
2392{ 2198{
2393 while (d < 1) 2199 while (d < 1)
2394 d += 8; 2200 d += 8;
2201
2395 while (d > 8) 2202 while (d > 8)
2396 d -= 8; 2203 d -= 8;
2204
2397 return d; 2205 return d;
2398} 2206}
2399 2207
2400/* 2208/*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2403 */ 2211 */
2404 2212
2405int 2213int
2406dirdiff (int dir1, int dir2) 2214dirdiff (int dir1, int dir2)
2407{ 2215{
2408 int 2216 int d;
2409 d;
2410 2217
2411 d = abs (dir1 - dir2); 2218 d = abs (dir1 - dir2);
2412 if (d > 4) 2219 if (d > 4)
2413 d = 8 - d; 2220 d = 8 - d;
2221
2414 return d; 2222 return d;
2415} 2223}
2416 2224
2417/* peterm: 2225/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2226 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2229 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2230 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2231 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2232 * functions.
2425 */ 2233 */
2426
2427int
2428 reduction_dir[SIZEOFFREE][3] = { 2234int reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */ 2235 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */ 2236 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */ 2237 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */ 2238 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */ 2239 {0, 0, 0}, /* 4 */
2481 * find a path to that monster that we found. If not, 2287 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2288 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2289 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2290 * Modified to be map tile aware -.MSW
2485 */ 2291 */
2486
2487
2488int 2292int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2293can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2294{
2491 sint16 dx, dy; 2295 sint16 dx, dy;
2492 int
2493 mflags; 2296 int mflags;
2494 2297
2495 if (dir < 0) 2298 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2299 return 0; /* exit condition: invalid direction */
2497 2300
2498 dx = x + freearr_x[dir]; 2301 dx = x + freearr_x[dir];
2511 return 0; 2314 return 0;
2512 2315
2513 /* yes, can see. */ 2316 /* yes, can see. */
2514 if (dir < 9) 2317 if (dir < 9)
2515 return 1; 2318 return 1;
2319
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2320 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2321 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2322 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2323}
2519
2520
2521 2324
2522/* 2325/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2326 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be 2327 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2328 * picked up, otherwise 0.
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2341 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539} 2342}
2540 2343
2541
2542/* 2344/*
2543 * create clone from object to another 2345 * create clone from object to another
2544 */ 2346 */
2545object * 2347object *
2546object_create_clone (object *asrc) 2348object_create_clone (object *asrc)
2547{ 2349{
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item; 2350 object *dst = 0, *tmp, *src, *part, *prev, *item;
2550 2351
2551 if (!asrc) 2352 if (!asrc)
2552 return NULL; 2353 return 0;
2354
2553 src = asrc; 2355 src = asrc;
2554 if (src->head) 2356 if (src->head)
2555 src = src->head; 2357 src = src->head;
2556 2358
2557 prev = NULL; 2359 prev = 0;
2558 for (part = src; part; part = part->more) 2360 for (part = src; part; part = part->more)
2559 { 2361 {
2560 tmp = get_object (); 2362 tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x; 2363 tmp->x -= src->x;
2563 tmp->y -= src->y; 2364 tmp->y -= src->y;
2365
2564 if (!part->head) 2366 if (!part->head)
2565 { 2367 {
2566 dst = tmp; 2368 dst = tmp;
2567 tmp->head = NULL; 2369 tmp->head = 0;
2568 } 2370 }
2569 else 2371 else
2570 {
2571 tmp->head = dst; 2372 tmp->head = dst;
2572 } 2373
2573 tmp->more = NULL; 2374 tmp->more = 0;
2375
2574 if (prev) 2376 if (prev)
2575 prev->more = tmp; 2377 prev->more = tmp;
2378
2576 prev = tmp; 2379 prev = tmp;
2577 } 2380 }
2578 2381
2579 for (item = src->inv; item; item = item->below) 2382 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (object_create_clone (item), dst);
2586/* Basically, we save the content of the string to a temp file, then call */ 2389/* Basically, we save the content of the string to a temp file, then call */
2587/* load_object on it. I admit it is a highly inefficient way to make things, */ 2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2588/* but it was simple to make and allows reusing the load_object function. */ 2391/* but it was simple to make and allows reusing the load_object function. */
2589/* Remember not to use load_object_str in a time-critical situation. */ 2392/* Remember not to use load_object_str in a time-critical situation. */
2590/* Also remember that multiparts objects are not supported for now. */ 2393/* Also remember that multiparts objects are not supported for now. */
2591
2592object * 2394object *
2593load_object_str (const char *obstr) 2395load_object_str (const char *obstr)
2594{ 2396{
2595 object *op; 2397 object *op;
2596 char filename[MAX_BUF]; 2398 char filename[MAX_BUF];
2606 } 2408 }
2607 2409
2608 fprintf (tempfile, obstr); 2410 fprintf (tempfile, obstr);
2609 fclose (tempfile); 2411 fclose (tempfile);
2610 2412
2611 op = get_object (); 2413 op = object::create ();
2612 2414
2613 object_thawer thawer (filename); 2415 object_thawer thawer (filename);
2614 2416
2615 if (thawer) 2417 if (thawer)
2616 load_object (thawer, op, 0); 2418 load_object (thawer, op, 0);
2626 * returns NULL if no match. 2428 * returns NULL if no match.
2627 */ 2429 */
2628object * 2430object *
2629find_obj_by_type_subtype (const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2630{ 2432{
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype) 2434 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp; 2435 return tmp;
2636 2436
2637 return NULL; 2437 return 0;
2638} 2438}
2639 2439
2640/* If ob has a field named key, return the link from the list, 2440/* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL. 2441 * otherwise return NULL.
2642 * 2442 *
2644 * do the desired thing. 2444 * do the desired thing.
2645 */ 2445 */
2646key_value * 2446key_value *
2647get_ob_key_link (const object *ob, const char *key) 2447get_ob_key_link (const object *ob, const char *key)
2648{ 2448{
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next) 2449 for (key_value *link = ob->key_values; link; link = link->next)
2652 if (link->key == key) 2450 if (link->key == key)
2653 return link; 2451 return link;
2654 2452
2655 return NULL; 2453 return 0;
2656} 2454}
2657 2455
2658/* 2456/*
2659 * Returns the value of op has an extra_field for key, or NULL. 2457 * Returns the value of op has an extra_field for key, or NULL.
2660 * 2458 *
2700 * Returns TRUE on success. 2498 * Returns TRUE on success.
2701 */ 2499 */
2702int 2500int
2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{ 2502{
2705 key_value *
2706 field = NULL, *last = NULL; 2503 key_value *field = NULL, *last = NULL;
2707 2504
2708 for (field = op->key_values; field != NULL; field = field->next) 2505 for (field = op->key_values; field != NULL; field = field->next)
2709 { 2506 {
2710 if (field->key != canonical_key) 2507 if (field->key != canonical_key)
2711 { 2508 {
2739 /* IF we get here, key doesn't exist */ 2536 /* IF we get here, key doesn't exist */
2740 2537
2741 /* No field, we'll have to add it. */ 2538 /* No field, we'll have to add it. */
2742 2539
2743 if (!add_key) 2540 if (!add_key)
2744 {
2745 return FALSE; 2541 return FALSE;
2746 } 2542
2747 /* There isn't any good reason to store a null 2543 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has 2544 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't 2545 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings, 2546 * be here. If user wants to store empty strings,
2751 * should pass in "" 2547 * should pass in ""

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