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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 26 variable. */
33#include <global.h> 27#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 28#include <stdio.h>
36# include <sys/types.h> 29#include <sys/types.h>
37# include <sys/uio.h> 30#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 31#include <object.h>
40#include <funcpoint.h> 32#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
43int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
44 40
45object *objects; /* Pointer to the list of used objects */
46object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
47 42
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 45};
57int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 55};
61 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 135static int
64compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
65{ 137{
66 key_value *wants_field; 138 key_value *wants_field;
69 * 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
70 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
71 */ 143 */
72 144
73 /* For each field in wants, */ 145 /* For each field in wants, */
74 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)
75 { 147 {
76 key_value *has_field; 148 key_value *has_field;
77 149
78 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
113 * 185 *
114 * 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
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
117 * 189 *
118 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
119 * 191 *
120 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
121 * check weight 193 * check weight
122 */ 194 */
123 195
124bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
125{ 197{
126 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
127 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)
128 return 0; 204 return 0;
129 205
130 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* 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
134 * 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
135 * used to store nrof). 209 * used to store nrof).
136 */ 210 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 222
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 225
152 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
182 (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)
183 return 0; 251 return 0;
184 252
185 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 254 * check all objects in the inventory.
187 */ 255 */
190 /* 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 */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 260 return 0;
193 261
194 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 264 return 0;
197 265
198 /* 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
199 * if it is valid. 267 * if it is valid.
200 */ 268 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
215 return 0; 283 return 0;
216 284
217 switch (ob1->type) 285 switch (ob1->type)
218 { 286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
221 return 0; 289 return 0;
222 break; 290 break;
223 } 291 }
224 292
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 294 {
227 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
249/* 317/*
250 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
253 */ 321 */
254signed long 322long
255sum_weight (object *op) 323sum_weight (object *op)
256{ 324{
257 signed long sum; 325 long sum;
258 object *inv; 326 object *inv;
259 327
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 329 {
262 if (inv->inv) 330 if (inv->inv)
263 sum_weight (inv); 331 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 333 }
334
266 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
268 if (op->carrying != sum) 338 if (op->carrying != sum)
269 op->carrying = sum; 339 op->carrying = sum;
340
270 return sum; 341 return sum;
271} 342}
272 343
273/** 344/**
274 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
281 op = op->env; 352 op = op->env;
282 return op; 353 return op;
283} 354}
284 355
285/* 356/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 358 * Some error messages.
303 * 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.
304 */ 360 */
305 361
306void 362char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 363dump_object (object *op)
362{ 364{
363 if (op == NULL) 365 if (!op)
364 { 366 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 367
372void 368 object_freezer freezer;
373dump_all_objects (void) 369 save_object (freezer, op, 1);
374{ 370 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 371}
383 372
384/* 373/*
385 * 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
386 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
406 */ 395 */
407 396
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for (object *op = object::first; op; op = op->next)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break; 402 return op;
403
416 return op; 404 return 0;
417} 405}
418 406
419/* 407/*
420 * 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.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
423 */ 411 */
424 412
425object * 413object *
426find_object_name (const char *str) 414find_object_name (const char *str)
427{ 415{
428 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
429 object *op; 417 object *op;
430 418
431 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
432 if (&op->name == name) 420 if (op->name == str_)
433 break; 421 break;
434 422
435 return op; 423 return op;
436} 424}
437 425
440{ 428{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 430}
443 431
444/* 432/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 434 * skill and experience objects.
485 */ 435 */
486void 436void
487set_owner (object *op, object *owner) 437object::set_owner (object *owner)
488{ 438{
489 if (owner == NULL || op == NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
500 owner = owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 452 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 453}
542 454
543/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 456 * refcounts and freeing the links.
545 */ 457 */
555 } 467 }
556 468
557 op->key_values = 0; 469 op->key_values = 0;
558} 470}
559 471
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 472/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
629 * 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,
630 * 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
631 * will point at garbage. 478 * will point at garbage.
632 */ 479 */
633
634void 480void
635copy_object (object *op2, object *op) 481object::copy_to (object *dst)
636{ 482{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 485
640 op2->clone (op); 486 *(object_copy *)dst = *this;
641 487
642 if (is_freed) 488 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
644 if (is_removed) 491 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
646 493
647 if (op2->speed < 0) 494 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 496
650 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
651 if (op2->key_values) 498 if (key_values)
652 { 499 {
653 key_value *tail = 0; 500 key_value *tail = 0;
654 key_value *i; 501 key_value *i;
655 502
656 op->key_values = 0; 503 dst->key_values = 0;
657 504
658 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
659 { 506 {
660 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
661 508
662 new_link->next = 0; 509 new_link->next = 0;
663 new_link->key = i->key; 510 new_link->key = i->key;
664 new_link->value = i->value; 511 new_link->value = i->value;
665 512
666 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
667 if (!op->key_values) 514 if (!dst->key_values)
668 { 515 {
669 op->key_values = new_link; 516 dst->key_values = new_link;
670 tail = new_link; 517 tail = new_link;
671 } 518 }
672 else 519 else
673 { 520 {
674 tail->next = new_link; 521 tail->next = new_link;
675 tail = new_link; 522 tail = new_link;
676 } 523 }
677 } 524 }
678 } 525 }
679 526
680 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;
681} 536}
682 537
683/* 538/*
684 * 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
685 * 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
698/* 553/*
699 * 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
700 * 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.
701 * 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.
702 */ 557 */
703
704void 558void
705update_ob_speed (object *op) 559object::set_speed (float speed)
706{ 560{
707 extern int arch_init; 561 extern int arch_init;
708 562
709 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated. 564 * since they never really need to be updated.
711 */ 565 */
712 566 if (flag [FLAG_FREED] && speed)
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 567 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 569 speed = 0;
720#endif
721 } 570 }
571
572 this->speed = speed;
573
722 if (arch_init) 574 if (arch_init)
723 {
724 return; 575 return;
725 } 576
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
727 { 578 {
728 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
730 return; 581 return;
731 582
732 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
733 * of the list. */ 584 * of the list. */
734 op->active_next = active_objects; 585 active_next = active_objects;
586
735 if (op->active_next != NULL) 587 if (active_next)
736 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
737 active_objects = op; 590 active_objects = this;
738 } 591 }
739 else 592 else
740 { 593 {
741 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
743 return; 596 return;
744 597
745 if (op->active_prev == NULL) 598 if (!active_prev)
746 { 599 {
747 active_objects = op->active_next; 600 active_objects = active_next;
601
748 if (op->active_next != NULL) 602 if (active_next)
749 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
750 } 604 }
751 else 605 else
752 { 606 {
753 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
754 if (op->active_next) 609 if (active_next)
755 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
756 } 611 }
612
757 op->active_next = NULL; 613 active_next = 0;
758 op->active_prev = NULL; 614 active_prev = 0;
759 } 615 }
760} 616}
761 617
762/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
763 * objects. 619 * objects.
789 op->active_next = NULL; 645 op->active_next = NULL;
790 op->active_prev = NULL; 646 op->active_prev = NULL;
791} 647}
792 648
793/* 649/*
794 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
796 * 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
797 * invisible object, etc...) 653 * invisible object, etc...)
798 * 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
799 * 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
800 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
801 * 657 *
802 * 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.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 659 * current action are:
808 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
810 * 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
811 * 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.
812 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
813 */ 665 */
814
815void 666void
816update_object (object *op, int action) 667update_object (object *op, int action)
817{ 668{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
820 670
821 if (op == NULL) 671 if (op == NULL)
822 { 672 {
823 /* this should never happen */ 673 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 675 return;
826 } 676 }
827 677
828 if (op->env != NULL) 678 if (op->env)
829 { 679 {
830 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
831 * to do in this case. 681 * to do in this case.
832 */ 682 */
833 return; 683 return;
838 */ 688 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 690 return;
841 691
842 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
843 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)
844 { 694 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 696#ifdef MANY_CORES
847 abort (); 697 abort ();
848#endif 698#endif
849 return; 699 return;
850 } 700 }
851 701
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
859 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
860 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* 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
883 * to have move_allow right now. 719 * to have move_allow right now.
884 */ 720 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 723 m.flags_ = P_NEED_UPDATE;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 724 }
891 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 727 * that is being removed.
894 */ 728 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 730 m.flags_ = P_NEED_UPDATE;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
902 }
903 else 733 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 735
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 736 if (op->more)
915 update_object (op->more, action); 737 update_object (op->more, action);
916} 738}
917 739
918static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
919static std::vector<object *> freed; 741object *object::first;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932 742
933object::object () 743object::object ()
934{ 744{
935 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
936 746
937 expmul = 1.0; 747 expmul = 1.0;
938 face = blank_face; 748 face = blank_face;
939 attacked_by_count = -1;
940} 749}
941 750
942object::~object () 751object::~object ()
943{ 752{
944 free_key_values (this); 753 free_key_values (this);
945} 754}
946 755
947void object::link () 756void object::link ()
948{ 757{
949 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
950 760
951 prev = 0; 761 prev = 0;
952 next = objects; 762 next = object::first;
953 763
954 if (objects) 764 if (object::first)
955 objects->prev = this; 765 object::first->prev = this;
956 766
957 objects = this; 767 object::first = this;
958} 768}
959 769
960void object::unlink () 770void object::unlink ()
961{ 771{
962 count = 0; 772 if (this == object::first)
773 object::first = next;
963 774
964 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
968 prev = 0; 779 prev = 0;
969 }
970
971 if (next)
972 {
973 next->prev = prev;
974 next = 0; 780 next = 0;
975 }
976
977 if (this == objects)
978 objects = next;
979} 781}
980 782
981object *object::create () 783object *object::create ()
982{ 784{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 785 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 786 op->link ();
996 return op; 787 return op;
997} 788}
998 789
999/* 790void
1000 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 792{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 793 attachable::do_destroy ();
1012 {
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 794
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 795 if (flag [FLAG_IS_LINKED])
1021 { 796 remove_button_link (this);
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 797
798 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 799 remove_friendly_object (this);
1024 }
1025 800
1026 if (QUERY_FLAG (this, FLAG_FREED)) 801 if (!flag [FLAG_REMOVED])
1027 { 802 remove ();
1028 dump_object (this); 803
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 804 if (flag [FLAG_FREED])
1030 return; 805 return;
1031 }
1032 806
1033 if (more) 807 flag [FLAG_FREED] = 1;
808
809 // hack to ensure that freed objects still have a valid map
810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
812
813 if (!freed_map)
1034 { 814 {
1035 more->free (free_inventory); 815 freed_map = new maptile;
816
817 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 }
823
824 map = freed_map;
825 x = 1;
826 y = 1;
827 }
828
1036 more = 0; 829 more = 0;
1037 } 830 head = 0;
831 inv = 0;
1038 832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
1039 if (inv) 854 if (!inv)
1040 { 855 return;
856
1041 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
1042 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
1043 * drop on that space. 859 * drop on that space.
1044 */ 860 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)) 861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
1046 { 864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
1047 object * 873 object *op = inv;
1048 op = inv;
1049 874
1050 while (op) 875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
1051 { 882 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op); 883 op->remove ();
1056 op->free (free_inventory);
1057 op = tmp; 884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1058 } 887 }
1059 } 888 }
1060 else 889 }
1061 { /* Put objects in inventory onto this space */ 890}
1062 object *
1063 op = inv;
1064 891
1065 while (op) 892void
1066 { 893object::destroy (bool destroy_inventory)
1067 object * 894{
1068 tmp = op->below; 895 if (destroyed ())
896 return;
1069 897
1070 remove_ob (op); 898 if (more)
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 } 899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
1086 904
1087 clear_owner (this); 905 if (destroy_inventory)
906 destroy_inv (true);
1088 907
1089 /* Remove object from the active list */ 908 attachable::destroy ();
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 909}
1099 910
1100/* 911/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1102 * 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)).
1103 */ 914 */
1104
1105void 915void
1106sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1107{ 917{
1108 while (op != NULL) 918 while (op != NULL)
1109 { 919 {
1110 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 922
1114 op->carrying -= weight; 923 op->carrying -= weight;
1115 op = op->env; 924 op = op->env;
1116 } 925 }
1117} 926}
1118 927
1119/* remove_ob(op): 928/* op->remove ():
1120 * 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
1121 * 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
1122 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 933 * the previous environment.
1125 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1126 */ 935 */
1127
1128void 936void
1129remove_ob (object *op) 937object::remove ()
1130{ 938{
1131 object *tmp, *last = NULL; 939 object *tmp, *last = 0;
1132 object *otmp; 940 object *otmp;
1133 941
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1141 { 943 return;
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 944
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
947
948 if (more)
949 more->remove ();
1162 950
1163 /* 951 /*
1164 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1165 * inventory. 953 * inventory.
1166 */ 954 */
1167 if (op->env != NULL) 955 if (env)
1168 { 956 {
1169 if (op->nrof) 957 if (nrof)
1170 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1171 else 959 else
1172 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1173 961
1174 /* 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
1175 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 964 * to save cpu time.
1177 */ 965 */
1178 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))
1179 fix_player (otmp); 967 otmp->update_stats ();
1180 968
1181 if (op->above != NULL) 969 if (above != NULL)
1182 op->above->below = op->below; 970 above->below = below;
1183 else 971 else
1184 op->env->inv = op->below; 972 env->inv = below;
1185 973
1186 if (op->below != NULL) 974 if (below != NULL)
1187 op->below->above = op->above; 975 below->above = above;
1188 976
1189 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1190 * 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
1191 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1192 */ 980 */
1193 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1194 op->map = op->env->map; 982 map = env->map;
1195 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1196 op->env = NULL; 984 env = 0;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 { 985 }
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 986 else if (map)
1211 op->map->path, op->x, op->y); 987 {
1212 /* in old days, we used to set x and y to 0 and continue. 988 /* Re did the following section of code - it looks like it had
1213 * it seems if we get into this case, something is probablye 989 * lots of logic for things we no longer care about
1214 * screwed up and should be fixed.
1215 */ 990 */
1216 abort ();
1217 }
1218 if (op->map != m)
1219 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1221 op->map->path, m->path, op->x, op->y, x, y);
1222 }
1223 991
1224 /* Re did the following section of code - it looks like it had
1225 * lots of logic for things we no longer care about
1226 */
1227
1228 /* link the object above us */ 992 /* link the object above us */
1229 if (op->above) 993 if (above)
1230 op->above->below = op->below; 994 above->below = below;
1231 else 995 else
1232 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 */
1233 997
1234 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1235 if (op->below) 999 if (below)
1236 op->below->above = op->above; 1000 below->above = above;
1237 else 1001 else
1238 {
1239 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is
1241 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 { 1002 {
1245 dump_object (op); 1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1006 */
1007 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1246 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 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);
1247 errmsg); 1012 free (dump);
1248 dump_object (GET_MAP_OB (m, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1249 LOG (llevError, "%s\n", errmsg); 1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1250 } 1019 }
1251 1020
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1021 above = 0;
1253 } 1022 below = 0;
1254 1023
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1259 return; 1025 return;
1260 1026
1261 tag = op->count; 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263 1028
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 { 1030 {
1272 /* If a container that the player is currently using somehow gets 1031 /* No point updating the players look faces if he is the object
1273 * removed (most likely destroyed), update the player view 1032 * being removed.
1274 * appropriately.
1275 */ 1033 */
1276 if (tmp->container == op) 1034
1035 if (tmp->type == PLAYER && tmp != this)
1277 { 1036 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 1037 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view
1039 * appropriately.
1040 */
1041 if (tmp->container == this)
1042 {
1043 flag [FLAG_APPLIED] = 0;
1279 tmp->container = NULL; 1044 tmp->container = 0;
1045 }
1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1280 } 1049 }
1281 1050
1282 tmp->contr->socket.update_look = 1; 1051 /* See if player moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 {
1056 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 }
1061
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1283 } 1068 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 {
1287 move_apply (tmp, op, NULL);
1288 1069
1289 if (was_destroyed (op, tag))
1290 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1292 }
1293 }
1294
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296
1297 if (tmp->above == tmp)
1298 tmp->above = NULL;
1299
1300 last = tmp;
1301 }
1302
1303 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1304 if (last == NULL) 1071 if (!last)
1305 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1073 else
1315 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1316 1075
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1078 }
1319} 1079}
1320 1080
1321/* 1081/*
1322 * merge_ob(op,top): 1082 * merge_ob(op,top):
1323 * 1083 *
1324 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1085 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1088 */
1329
1330object * 1089object *
1331merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1332{ 1091{
1333 if (!op->nrof) 1092 if (!op->nrof)
1334 return 0; 1093 return 0;
1335 if (top == NULL) 1094
1095 if (top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1337 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1338 { 1100 {
1339 if (top == op) 1101 if (top == op)
1340 continue; 1102 continue;
1341 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1342 { 1105 {
1343 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1344 1107
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op); 1110 op->destroy ();
1348 free_object (op);
1349 return top; 1111 return top;
1350 } 1112 }
1351 } 1113 }
1114
1352 return NULL; 1115 return 0;
1353} 1116}
1354 1117
1355/* 1118/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1357 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1358 */ 1121 */
1359object * 1122object *
1360insert_ob_in_map_at (object *op, mapstruct *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)
1361{ 1124{
1362 object * 1125 object *tmp;
1363 tmp;
1364 1126
1365 if (op->head) 1127 if (op->head)
1366 op = op->head; 1128 op = op->head;
1129
1367 for (tmp = op; tmp; tmp = tmp->more) 1130 for (tmp = op; tmp; tmp = tmp->more)
1368 { 1131 {
1369 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1370 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1371 } 1134 }
1135
1372 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1373} 1137}
1374 1138
1375/* 1139/*
1376 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1154 * Return value:
1391 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1157 * just 'op' otherwise
1394 */ 1158 */
1395
1396object * 1159object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1161{
1399 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1400 sint16 x, y; 1163 sint16 x, y;
1401 1164
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1405 return NULL; 1168 return NULL;
1406 } 1169 }
1407 1170
1408 if (m == NULL) 1171 if (m == NULL)
1409 { 1172 {
1410 dump_object (op); 1173 char *dump = dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1412 return op; 1176 return op;
1413 } 1177 }
1414 1178
1415 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1416 { 1180 {
1417 dump_object (op); 1181 char *dump = dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1419#ifdef MANY_CORES 1183#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted. 1186 * improperly inserted.
1423 */ 1187 */
1424 abort (); 1188 abort ();
1425#endif 1189#endif
1190 free (dump);
1426 return op; 1191 return op;
1427 } 1192 }
1428 1193
1429 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 { 1195 {
1431 dump_object (op); 1196 char *dump = dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1433 return op; 1199 return op;
1434 } 1200 }
1435 1201
1436 if (op->more != NULL) 1202 if (op->more)
1437 { 1203 {
1438 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1439 1205
1440 object *more = op->more; 1206 object *more = op->more;
1441 1207
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 { 1224 {
1459 if (!op->head) 1225 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461 1227
1462 return NULL; 1228 return 0;
1463 } 1229 }
1464 } 1230 }
1465 1231
1466 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1233
1475 1241
1476 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1477 */ 1243 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1481 { 1247 {
1482 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1249 tmp->destroy ();
1484 free_object (tmp);
1485 } 1250 }
1486 1251
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1254
1502 op->below = originator->below; 1267 op->below = originator->below;
1503 1268
1504 if (op->below) 1269 if (op->below)
1505 op->below->above = op; 1270 op->below->above = op;
1506 else 1271 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1508 1273
1509 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1510 originator->below = op; 1275 originator->below = op;
1511 } 1276 }
1512 else 1277 else
1558 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1325 * stacking is a bit odd.
1561 */ 1326 */
1562 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1564 { 1329 {
1565 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1332 break;
1568 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1591 1356
1592 if (op->above) 1357 if (op->above)
1593 op->above->below = op; 1358 op->above->below = op;
1594 1359
1595 op->below = NULL; 1360 op->below = NULL;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1597 } 1362 }
1598 else 1363 else
1599 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1600 op->above = top->above; 1365 op->above = top->above;
1601 1366
1605 op->below = top; 1370 op->below = top;
1606 top->above = op; 1371 top->above = op;
1607 } 1372 }
1608 1373
1609 if (op->above == NULL) 1374 if (op->above == NULL)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1612 1377
1613 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1614 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1615 1380
1616 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1617 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1618 */ 1383 */
1619 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1621 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1622 tmp->contr->socket.update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1623 1388
1624 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1631 * of effect may be sufficient. 1396 * of effect may be sufficient.
1632 */ 1397 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1635 1400
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1638 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1639 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1641 * 1408 *
1642 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1412 * update_object().
1647 1414
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1650 { 1417 {
1651 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1652 return NULL; 1419 return 0;
1653 1420
1654 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1422 * walk on's.
1656 */ 1423 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1659 return NULL; 1426 return 0;
1660 } 1427 }
1661 1428
1662 return op; 1429 return op;
1663} 1430}
1664 1431
1665/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1668 */ 1435 */
1669void 1436void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1438{
1672 object *tmp;
1673 object *tmp1; 1439 object *tmp, *tmp1;
1674 1440
1675 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1676 1442
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1680 { 1445 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1446
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1687 1448
1688 tmp1->x = op->x; 1449 tmp1->x = op->x;
1689 tmp1->y = op->y; 1450 tmp1->y = op->y;
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1691} 1452}
1699 */ 1460 */
1700 1461
1701object * 1462object *
1702get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1703{ 1464{
1704 object * 1465 object *newob;
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708 1467
1709 if (orig_ob->nrof < nr) 1468 if (orig_ob->nrof < nr)
1710 { 1469 {
1711 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);
1712 return NULL; 1471 return NULL;
1713 } 1472 }
1473
1714 newob = object_create_clone (orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1715 if ((orig_ob->nrof -= nr) < 1) 1476 if ((orig_ob->nrof -= nr) < 1)
1716 { 1477 orig_ob->destroy (1);
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed) 1478 else if (!is_removed)
1722 { 1479 {
1723 if (orig_ob->env != NULL) 1480 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 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)
1727 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL; 1486 return NULL;
1730 } 1487 }
1731 } 1488 }
1489
1732 newob->nrof = nr; 1490 newob->nrof = nr;
1733 1491
1734 return newob; 1492 return newob;
1735} 1493}
1736 1494
1743 */ 1501 */
1744 1502
1745object * 1503object *
1746decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1747{ 1505{
1748 object * 1506 object *tmp;
1749 tmp;
1750 player *
1751 pl;
1752 1507
1753 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1754 return op; 1509 return op;
1755 1510
1756 if (i > op->nrof) 1511 if (i > op->nrof)
1757 i = op->nrof; 1512 i = op->nrof;
1758 1513
1759 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i; 1515 op->nrof -= i;
1762 }
1763 else if (op->env != NULL) 1516 else if (op->env)
1764 { 1517 {
1765 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1766 * therein? 1519 * therein?
1767 */ 1520 */
1768 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1769 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player. 1526 * and then searching the map for a player.
1774 */ 1527 */
1775 if (!tmp) 1528 if (!tmp)
1776 { 1529 for_all_players (pl)
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1779 break; 1533 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 } 1534 }
1785 1535
1786 if (i < op->nrof) 1536 if (i < op->nrof)
1787 { 1537 {
1788 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i; 1539 op->nrof -= i;
1790 if (tmp) 1540 if (tmp)
1791 {
1792 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1793 }
1794 } 1542 }
1795 else 1543 else
1796 { 1544 {
1797 remove_ob (op); 1545 op->remove ();
1798 op->nrof = 0; 1546 op->nrof = 0;
1799 if (tmp) 1547 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1802 }
1803 } 1549 }
1804 } 1550 }
1805 else 1551 else
1806 { 1552 {
1807 object *
1808 above = op->above; 1553 object *above = op->above;
1809 1554
1810 if (i < op->nrof) 1555 if (i < op->nrof)
1811 {
1812 op->nrof -= i; 1556 op->nrof -= i;
1813 }
1814 else 1557 else
1815 { 1558 {
1816 remove_ob (op); 1559 op->remove ();
1817 op->nrof = 0; 1560 op->nrof = 0;
1818 } 1561 }
1562
1819 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1821 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1822 { 1566 {
1823 if (op->nrof) 1567 if (op->nrof)
1824 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1825 else 1569 else
1826 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1827 } 1571 }
1828 } 1572 }
1829 1573
1830 if (op->nrof) 1574 if (op->nrof)
1831 {
1832 return op; 1575 return op;
1833 }
1834 else 1576 else
1835 { 1577 {
1836 free_object (op); 1578 op->destroy ();
1837 return NULL; 1579 return 0;
1838 } 1580 }
1839} 1581}
1840 1582
1841/* 1583/*
1842 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1847add_weight (object *op, signed long weight) 1589add_weight (object *op, signed long weight)
1848{ 1590{
1849 while (op != NULL) 1591 while (op != NULL)
1850 { 1592 {
1851 if (op->type == CONTAINER) 1593 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 } 1595
1855 op->carrying += weight; 1596 op->carrying += weight;
1856 op = op->env; 1597 op = op->env;
1857 } 1598 }
1858} 1599}
1859 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1860/* 1621/*
1861 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1862 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1863 * inside the object environment. 1624 * inside the object environment.
1864 * 1625 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1872 */ 1628 */
1873 1629
1874object * 1630object *
1875insert_ob_in_ob (object *op, object *where) 1631object::insert (object *op)
1876{ 1632{
1877 object * 1633 object *tmp, *otmp;
1878 tmp, *
1879 otmp;
1880 1634
1881 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 { 1636 op->remove ();
1883 dump_object (op); 1637
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1638 if (op->more)
1899 { 1639 {
1900 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);
1901 return op; 1641 return op;
1902 } 1642 }
1643
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1905 if (op->nrof) 1646 if (op->nrof)
1906 { 1647 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1649 if (object::can_merge (tmp, op))
1909 { 1650 {
1910 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1652 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1915 */ 1656 */
1916 add_weight (where, op->weight * op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1919 op = tmp; 1660 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break; 1663 break;
1923 } 1664 }
1924 1665
1925 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1928 * 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
1929 * the linking below 1670 * the linking below
1930 */ 1671 */
1931 add_weight (where, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1932 } 1673 }
1933 else 1674 else
1934 add_weight (where, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1935 1676
1936 otmp = is_player_inv (where); 1677 otmp = this->in_player ();
1937 if (otmp && otmp->contr != NULL) 1678 if (otmp && otmp->contr)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp); 1680 otmp->update_stats ();
1941 }
1942 1681
1943 op->map = NULL; 1682 op->map = 0;
1944 op->env = where; 1683 op->env = this;
1945 op->above = NULL; 1684 op->above = 0;
1946 op->below = NULL; 1685 op->below = 0;
1947 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1948 1687
1949 /* 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 */
1950 if ((op->glow_radius != 0) && where->map) 1689 if ((op->glow_radius != 0) && map)
1951 { 1690 {
1952#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1953 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);
1954#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map)) 1694 if (map->darkness)
1956 update_all_los (where->map, where->x, where->y); 1695 update_all_los (map, x, y);
1957 } 1696 }
1958 1697
1959 /* 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.
1960 * It sure simplifies this function... 1699 * It sure simplifies this function...
1961 */ 1700 */
1962 if (where->inv == NULL) 1701 if (!inv)
1963 where->inv = op; 1702 inv = op;
1964 else 1703 else
1965 { 1704 {
1966 op->below = where->inv; 1705 op->below = inv;
1967 op->below->above = op; 1706 op->below->above = op;
1968 where->inv = op; 1707 inv = op;
1969 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1970 return op; 1712 return op;
1971} 1713}
1972 1714
1973/* 1715/*
1974 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1993 1735
1994int 1736int
1995check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1996{ 1738{
1997 object *tmp; 1739 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1740 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1741 int x = op->x, y = op->y;
2001 1742
2002 MoveType move_on, move_slow, move_block; 1743 MoveType move_on, move_slow, move_block;
2003 1744
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1746 return 0;
2006
2007 tag = op->count;
2008 1747
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1751
2028 1767
2029 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
2031 */ 1770 */
2032 1771
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2034 { 1773 {
2035 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them. 1776 * we don't need to check all of them.
2038 */ 1777 */
2055 { 1794 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1797 {
2059 1798
1799 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * FABS (op->speed);
2061 1801
2062 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1805 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1814 {
2075 move_apply (tmp, op, originator); 1815 move_apply (tmp, op, originator);
2076 1816
2077 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
2078 return 1; 1818 return 1;
2079 1819
2080 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
2092/* 1832/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
2096 */ 1836 */
2097
2098object * 1837object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1839{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
2105 { 1841 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1843 return NULL;
2108 } 1844 }
1845
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2110 if (tmp->arch == at) 1847 if (tmp->arch == at)
2111 return tmp; 1848 return tmp;
1849
2112 return NULL; 1850 return NULL;
2113} 1851}
2114 1852
2115/* 1853/*
2116 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2119 */ 1857 */
2120
2121object * 1858object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
2123{ 1860{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
2128 { 1862 {
2129 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1864 return NULL;
2131 } 1865 }
1866
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if (tmp->type == type) 1868 if (tmp->type == type)
2134 return tmp; 1869 return tmp;
1870
2135 return NULL; 1871 return NULL;
2136} 1872}
2137 1873
2138/* 1874/*
2139 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2142 */ 1878 */
2143
2144object * 1879object *
2145present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
2146{ 1881{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1883 if (tmp->type == type)
2152 return tmp; 1884 return tmp;
1885
2153 return NULL; 1886 return NULL;
2154} 1887}
2155 1888
2156/* 1889/*
2157 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1901 * to be unique.
2169 */ 1902 */
2170
2171object * 1903object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1905{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1908 return tmp;
2181 } 1909
2182 return NULL; 1910 return 0;
2183} 1911}
2184 1912
2185/* 1913/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2189 */ 1917 */
2190
2191object * 1918object *
2192present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2193{ 1920{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1922 if (tmp->arch == at)
2199 return tmp; 1923 return tmp;
1924
2200 return NULL; 1925 return NULL;
2201} 1926}
2202 1927
2203/* 1928/*
2204 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2205 */ 1930 */
2206void 1931void
2207flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2208{ 1933{
2209 object *
2210 tmp;
2211
2212 if (op->inv) 1934 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2214 { 1936 {
2215 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2217 } 1939 }
2218} /* 1940}
1941
1942/*
2219 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2220 */ 1944 */
2221void 1945void
2222unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2223{ 1947{
2224 object *
2225 tmp;
2226
2227 if (op->inv) 1948 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 { 1950 {
2230 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2232 } 1953 }
2233} 1954}
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2240 */ 1961 */
2241
2242void 1962void
2243set_cheat (object *op) 1963set_cheat (object *op)
2244{ 1964{
2245 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 1988 * customized, changed states, etc.
2269 */ 1989 */
2270
2271int 1990int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 1992{
2274 int
2275 i,
2276 index = 0, flag; 1993 int index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2279 1995
2280 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2281 { 1997 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2283 if (!flag) 1999 if (!flag)
2284 altern[index++] = i; 2000 altern [index++] = i;
2285 2001
2286 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2293 */ 2009 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2295 stop = maxfree[i]; 2011 stop = maxfree[i];
2296 } 2012 }
2013
2297 if (!index) 2014 if (!index)
2298 return -1; 2015 return -1;
2016
2299 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2300} 2018}
2301 2019
2302/* 2020/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2025 */
2308
2309int 2026int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2028{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2031 return i;
2319 } 2032
2320 return -1; 2033 return -1;
2321} 2034}
2322 2035
2323/* 2036/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2040 */
2327static void 2041static void
2328permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2329{ 2043{
2330 int 2044 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2045 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2046
2341 tmp = arr[i]; 2047 while (--end)
2342 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2049}
2346 2050
2347/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2057 */
2354void 2058void
2355get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2356{ 2060{
2357 int 2061 int i;
2358 i;
2359 2062
2360 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2064 search_arr[i] = i;
2363 }
2364 2065
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2069}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2081 * there is capable of.
2381 */ 2082 */
2382
2383int 2083int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2085{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2389 sint16 2087
2390 nx, 2088 sint16 nx, ny;
2391 ny;
2392 object * 2089 object *tmp;
2393 tmp; 2090 maptile *mp;
2394 mapstruct * 2091
2395 mp; 2092 MoveType blocked, move_type;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2093
2400 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2401 { 2095 {
2402 exclude = exclude->head; 2096 exclude = exclude->head;
2403 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2413 mp = m; 2107 mp = m;
2414 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2416 2110
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2418 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2114 max = maxfree[i];
2421 }
2422 else 2115 else
2423 { 2116 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2425 2120
2426 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2122 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2431 { 2124 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2435 {
2436 break; 2128 break;
2437 } 2129
2438 }
2439 if (tmp) 2130 if (tmp)
2440 {
2441 return freedir[i]; 2131 return freedir[i];
2442 }
2443 } 2132 }
2444 } 2133 }
2445 } 2134 }
2135
2446 return 0; 2136 return 0;
2447} 2137}
2448 2138
2449/* 2139/*
2450 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2141 * distance between the two given objects.
2452 */ 2142 */
2453
2454int 2143int
2455distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2456{ 2145{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2147}
2463 2148
2464/* 2149/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2468 */ 2153 */
2469
2470int 2154int
2471find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2472{ 2156{
2473 int 2157 int q;
2474 q;
2475 2158
2476 if (y) 2159 if (y)
2477 q = x * 100 / y; 2160 q = x * 100 / y;
2478 else if (x) 2161 else if (x)
2479 q = -300 * x; 2162 q = -300 * x;
2514int 2197int
2515absdir (int d) 2198absdir (int d)
2516{ 2199{
2517 while (d < 1) 2200 while (d < 1)
2518 d += 8; 2201 d += 8;
2202
2519 while (d > 8) 2203 while (d > 8)
2520 d -= 8; 2204 d -= 8;
2205
2521 return d; 2206 return d;
2522} 2207}
2523 2208
2524/* 2209/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2527 */ 2212 */
2528 2213
2529int 2214int
2530dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2531{ 2216{
2532 int 2217 int d;
2533 d;
2534 2218
2535 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2536 if (d > 4) 2220 if (d > 4)
2537 d = 8 - d; 2221 d = 8 - d;
2222
2538 return d; 2223 return d;
2539} 2224}
2540 2225
2541/* peterm: 2226/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2545 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2233 * functions.
2549 */ 2234 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2290 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2609 */ 2292 */
2610
2611
2612int 2293int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2295{
2615 sint16 2296 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2297 int mflags;
2620 2298
2621 if (dir < 0) 2299 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2623 2301
2624 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2637 return 0; 2315 return 0;
2638 2316
2639 /* yes, can see. */ 2317 /* yes, can see. */
2640 if (dir < 9) 2318 if (dir < 9)
2641 return 1; 2319 return 1;
2320
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2324}
2645
2646
2647 2325
2648/* 2326/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2343}
2666 2344
2667
2668/* 2345/*
2669 * create clone from object to another 2346 * create clone from object to another
2670 */ 2347 */
2671object * 2348object *
2672object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2673{ 2350{
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2676 2352
2677 if (!asrc) 2353 if (!asrc)
2678 return NULL; 2354 return 0;
2355
2679 src = asrc; 2356 src = asrc;
2680 if (src->head) 2357 if (src->head)
2681 src = src->head; 2358 src = src->head;
2682 2359
2683 prev = NULL; 2360 prev = 0;
2684 for (part = src; part; part = part->more) 2361 for (part = src; part; part = part->more)
2685 { 2362 {
2686 tmp = get_object (); 2363 tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x; 2364 tmp->x -= src->x;
2689 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2690 if (!part->head) 2367 if (!part->head)
2691 { 2368 {
2692 dst = tmp; 2369 dst = tmp;
2693 tmp->head = NULL; 2370 tmp->head = 0;
2694 } 2371 }
2695 else 2372 else
2696 {
2697 tmp->head = dst; 2373 tmp->head = dst;
2698 } 2374
2699 tmp->more = NULL; 2375 tmp->more = 0;
2376
2700 if (prev) 2377 if (prev)
2701 prev->more = tmp; 2378 prev->more = tmp;
2379
2702 prev = tmp; 2380 prev = tmp;
2703 } 2381 }
2704 2382
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2383 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2385
2711 return dst; 2386 return dst;
2712} 2387}
2713 2388
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2734
2735object * 2395object *
2736load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2737{ 2397{
2738 object * 2398 object *op;
2739 op;
2740 char
2741 filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2742 2400
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744 2402
2745 FILE *
2746 tempfile = fopen (filename, "w"); 2403 FILE *tempfile = fopen (filename, "w");
2747 2404
2748 if (tempfile == NULL) 2405 if (tempfile == NULL)
2749 { 2406 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL; 2408 return NULL;
2752 }; 2409 }
2410
2753 fprintf (tempfile, obstr); 2411 fprintf (tempfile, obstr);
2754 fclose (tempfile); 2412 fclose (tempfile);
2755 2413
2756 op = get_object (); 2414 op = object::create ();
2757 2415
2758 object_thawer 2416 object_thawer thawer (filename);
2759 thawer (filename);
2760 2417
2761 if (thawer) 2418 if (thawer)
2762 load_object (thawer, op, 0); 2419 load_object (thawer, op, 0);
2763 2420
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2772 * returns NULL if no match. 2429 * returns NULL if no match.
2773 */ 2430 */
2774object * 2431object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2433{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2436 return tmp;
2783 2437
2784 return NULL; 2438 return 0;
2785} 2439}
2786 2440
2787/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2788 * otherwise return NULL. 2442 * otherwise return NULL.
2789 * 2443 *
2791 * do the desired thing. 2445 * do the desired thing.
2792 */ 2446 */
2793key_value * 2447key_value *
2794get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2795{ 2449{
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2800 {
2801 if (link->key == key) 2451 if (link->key == key)
2802 {
2803 return link; 2452 return link;
2804 }
2805 }
2806 2453
2807 return NULL; 2454 return 0;
2808} 2455}
2809 2456
2810/* 2457/*
2811 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2812 * 2459 *
2815 * The returned string is shared. 2462 * The returned string is shared.
2816 */ 2463 */
2817const char * 2464const char *
2818get_ob_key_value (const object *op, const char *const key) 2465get_ob_key_value (const object *op, const char *const key)
2819{ 2466{
2820 key_value * 2467 key_value *link;
2821 link; 2468 shstr_cmp canonical_key (key);
2822 const char *
2823 canonical_key;
2824 2469
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL) 2470 if (!canonical_key)
2828 { 2471 {
2829 /* 1. There being a field named key on any object 2472 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find. 2473 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field. 2474 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field. 2475 * 3. Therefore, *this* object doesn't have this field.
2833 */ 2476 */
2834 return NULL; 2477 return 0;
2835 } 2478 }
2836 2479
2837 /* This is copied from get_ob_key_link() above - 2480 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead. 2481 * only 4 lines, and saves the function call overhead.
2839 */ 2482 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2483 for (link = op->key_values; link; link = link->next)
2841 {
2842 if (link->key == canonical_key) 2484 if (link->key == canonical_key)
2843 {
2844 return link->value; 2485 return link->value;
2845 } 2486
2846 }
2847 return NULL; 2487 return 0;
2848} 2488}
2849 2489
2850 2490
2851/* 2491/*
2852 * Updates the canonical_key in op to value. 2492 * Updates the canonical_key in op to value.
2859 * Returns TRUE on success. 2499 * Returns TRUE on success.
2860 */ 2500 */
2861int 2501int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2503{
2864 key_value *
2865 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2866 2505
2867 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2868 { 2507 {
2869 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2870 { 2509 {
2888 if (last) 2527 if (last)
2889 last->next = field->next; 2528 last->next = field->next;
2890 else 2529 else
2891 op->key_values = field->next; 2530 op->key_values = field->next;
2892 2531
2893 delete
2894 field; 2532 delete field;
2895 } 2533 }
2896 } 2534 }
2897 return TRUE; 2535 return TRUE;
2898 } 2536 }
2899 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2900 2538
2901 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2902 2540
2903 if (!add_key) 2541 if (!add_key)
2904 {
2905 return FALSE; 2542 return FALSE;
2906 } 2543
2907 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2911 * should pass in "" 2548 * should pass in ""
2934 * Returns TRUE on success. 2571 * Returns TRUE on success.
2935 */ 2572 */
2936int 2573int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2574set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{ 2575{
2939 shstr
2940 key_ (key); 2576 shstr key_ (key);
2941 2577
2942 return set_ob_key_value_s (op, key_, value, add_key); 2578 return set_ob_key_value_s (op, key_, value, add_key);
2943} 2579}
2580
2581object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container)
2583{
2584 while (item->inv)
2585 item = item->inv;
2586}
2587
2588void
2589object::depth_iterator::next ()
2590{
2591 if (item->below)
2592 {
2593 item = item->below;
2594
2595 while (item->inv)
2596 item = item->inv;
2597 }
2598 else
2599 item = item->env;
2600}
2601
2602// return a suitable string describing an objetc in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char info2[256 * 3];
2607 char *p = info;
2608
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2610 count,
2611 &name,
2612 title ? " " : "",
2613 title ? (const char *)title : "");
2614
2615 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617
2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2620
2621 return info;
2622}
2623
2624const char *
2625object::debug_desc () const
2626{
2627 static char info[256 * 3];
2628 return debug_desc (info);
2629}
2630

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