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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.94 by root, Wed Dec 27 05:22:35 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * 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,
545 * 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
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
555 487
556 if (is_freed) 488 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
558 if (is_removed) 491 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
560 493
561 if (op2->speed < 0) 494 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 496
564 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
565 if (op2->key_values) 498 if (key_values)
566 { 499 {
567 key_value *tail = 0; 500 key_value *tail = 0;
568 key_value *i; 501 key_value *i;
569 502
570 op->key_values = 0; 503 dst->key_values = 0;
571 504
572 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
573 { 506 {
574 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
575 508
576 new_link->next = 0; 509 new_link->next = 0;
577 new_link->key = i->key; 510 new_link->key = i->key;
578 new_link->value = i->value; 511 new_link->value = i->value;
579 512
580 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
581 if (!op->key_values) 514 if (!dst->key_values)
582 { 515 {
583 op->key_values = new_link; 516 dst->key_values = new_link;
584 tail = new_link; 517 tail = new_link;
585 } 518 }
586 else 519 else
587 { 520 {
588 tail->next = new_link; 521 tail->next = new_link;
589 tail = new_link; 522 tail = new_link;
590 } 523 }
591 } 524 }
592 } 525 }
593 526
594 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;
595} 536}
596 537
597/* 538/*
598 * 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
599 * 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
613 * 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
614 * 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.
615 * 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.
616 */ 557 */
617void 558void
618update_ob_speed (object *op) 559object::set_speed (float speed)
619{ 560{
620 extern int arch_init; 561 extern int arch_init;
621 562
622 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated. 564 * since they never really need to be updated.
624 */ 565 */
625 566 if (flag [FLAG_FREED] && speed)
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 567 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 569 speed = 0;
633#endif
634 } 570 }
571
572 this->speed = speed;
635 573
636 if (arch_init) 574 if (arch_init)
637 return; 575 return;
638 576
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
640 { 578 {
641 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
643 return; 581 return;
644 582
645 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
646 * of the list. */ 584 * of the list. */
647 op->active_next = active_objects; 585 active_next = active_objects;
648 586
649 if (op->active_next != NULL) 587 if (active_next)
650 op->active_next->active_prev = op; 588 active_next->active_prev = this;
651 589
652 active_objects = op; 590 active_objects = this;
653 } 591 }
654 else 592 else
655 { 593 {
656 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
658 return; 596 return;
659 597
660 if (op->active_prev == NULL) 598 if (!active_prev)
661 { 599 {
662 active_objects = op->active_next; 600 active_objects = active_next;
663 601
664 if (op->active_next != NULL) 602 if (active_next)
665 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
666 } 604 }
667 else 605 else
668 { 606 {
669 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
670 608
671 if (op->active_next) 609 if (active_next)
672 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
673 } 611 }
674 612
675 op->active_next = NULL; 613 active_next = 0;
676 op->active_prev = NULL; 614 active_prev = 0;
677 } 615 }
678} 616}
679 617
680/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
681 * objects. 619 * objects.
707 op->active_next = NULL; 645 op->active_next = NULL;
708 op->active_prev = NULL; 646 op->active_prev = NULL;
709} 647}
710 648
711/* 649/*
712 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
714 * 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
715 * invisible object, etc...) 653 * invisible object, etc...)
716 * 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
717 * 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
718 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
719 * 657 *
720 * 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.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 659 * current action are:
726 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
728 * 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
729 * 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.
730 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
731 */ 665 */
732
733void 666void
734update_object (object *op, int action) 667update_object (object *op, int action)
735{ 668{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
738 670
739 if (op == NULL) 671 if (op == NULL)
740 { 672 {
741 /* this should never happen */ 673 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 675 return;
744 } 676 }
745 677
746 if (op->env != NULL) 678 if (op->env)
747 { 679 {
748 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
749 * to do in this case. 681 * to do in this case.
750 */ 682 */
751 return; 683 return;
756 */ 688 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 690 return;
759 691
760 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
761 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)
762 { 694 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 696#ifdef MANY_CORES
765 abort (); 697 abort ();
766#endif 698#endif
767 return; 699 return;
768 } 700 }
769 701
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
777 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
778 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* 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
801 * to have move_allow right now. 719 * to have move_allow right now.
802 */ 720 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 723 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 724 }
809 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 727 * that is being removed.
812 */ 728 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
817 else 733 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 735
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 736 if (op->more)
827 update_object (op->more, action); 737 update_object (op->more, action);
828} 738}
829 739
830object::vector object::mortals;
831object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
832object *object::first; 741object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853 742
854object::object () 743object::object ()
855{ 744{
856 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
857 746
889 778
890 prev = 0; 779 prev = 0;
891 next = 0; 780 next = 0;
892} 781}
893 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || map->at (x, y).move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
894object *object::create () 831object *object::create ()
895{ 832{
896 object *op = new object; 833 object *op = new object;
897 op->link (); 834 op->link ();
898 return op; 835 return op;
899} 836}
900 837
901/* 838void
902 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 840{
913 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
914 return; 851 return;
915 852
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
917 remove_friendly_object (this);
918 854
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
920 remove_ob (this);
921 856
922 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
923 861
924 // hack to ensure that freed objects still have a valid map 862 // hack to ensure that freed objects still have a valid map
925 { 863 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes 864 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 865
928 if (!freed_map) 866 if (!freed_map)
929 { 867 {
930 freed_map = get_empty_map (3, 3); 868 freed_map = new maptile;
869
931 freed_map->name = "freed objects map"; 870 freed_map->name = "/internal/freed_objects_map";
932 allocate_map (freed_map); 871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
933 } 875 }
934 876
935 map = freed_map; 877 map = freed_map;
936 x = 1; 878 x = 1;
937 y = 1; 879 y = 1;
938 } 880 }
939 881
882 head = 0;
883
940 if (more) 884 if (more)
941 { 885 {
942 more->destroy (destroy_inventory); 886 more->destroy ();
943 more = 0; 887 more = 0;
944 }
945
946 if (inv)
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 } 888 }
987 889
988 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
989 owner = 0; 891 owner = 0;
990 enemy = 0; 892 enemy = 0;
991 attacked_by = 0; 893 attacked_by = 0;
992 894
993 // only relevant for players(?), but make sure of it anyways 895 // only relevant for players(?), but make sure of it anyways
994 contr = 0; 896 contr = 0;
897}
995 898
996 /* Remove object from the active list */ 899void
997 speed = 0; 900object::destroy (bool destroy_inventory)
998 update_ob_speed (this); 901{
902 if (destroyed ())
903 return;
999 904
1000 unlink (); 905 if (destroy_inventory)
906 destroy_inv (false);
1001 907
1002 mortals.push_back (this); 908 attachable::destroy ();
1003} 909}
1004 910
1005/* 911/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1007 * 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)).
1008 */ 914 */
1009
1010void 915void
1011sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1012{ 917{
1013 while (op != NULL) 918 while (op != NULL)
1014 { 919 {
1018 op->carrying -= weight; 923 op->carrying -= weight;
1019 op = op->env; 924 op = op->env;
1020 } 925 }
1021} 926}
1022 927
1023/* remove_ob(op): 928/* op->remove ():
1024 * 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
1025 * 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
1026 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 933 * the previous environment.
1029 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1030 */ 935 */
1031
1032void 936void
1033remove_ob (object *op) 937object::remove ()
1034{ 938{
1035 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1036 object *otmp; 940 object *otmp;
1037 941
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1044 return; 943 return;
1045 944
1046 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1047 947
1048 if (op->more != NULL) 948 if (more)
1049 remove_ob (op->more); 949 more->remove ();
1050 950
1051 /* 951 /*
1052 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1053 * inventory. 953 * inventory.
1054 */ 954 */
1055 if (op->env != NULL) 955 if (env)
1056 { 956 {
1057 if (op->nrof) 957 if (nrof)
1058 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1059 else 959 else
1060 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1061 961
1062 /* 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
1063 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 964 * to save cpu time.
1065 */ 965 */
1066 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))
1067 fix_player (otmp); 967 otmp->update_stats ();
1068 968
1069 if (op->above != NULL) 969 if (above != NULL)
1070 op->above->below = op->below; 970 above->below = below;
1071 else 971 else
1072 op->env->inv = op->below; 972 env->inv = below;
1073 973
1074 if (op->below != NULL) 974 if (below != NULL)
1075 op->below->above = op->above; 975 below->above = above;
1076 976
1077 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1078 * 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
1079 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1080 */ 980 */
1081 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1082 op->map = op->env->map; 982 map = env->map;
1083 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1084 op->env = NULL; 984 env = 0;
1085 } 985 }
1086 else if (op->map) 986 else if (map)
1087 { 987 {
1088 x = op->x;
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 }
1102
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had 988 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about 989 * lots of logic for things we no longer care about
1109 */ 990 */
1110 991
1111 /* link the object above us */ 992 /* link the object above us */
1112 if (op->above) 993 if (above)
1113 op->above->below = op->below; 994 above->below = below;
1114 else 995 else
1115 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 */
1116 997
1117 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1118 if (op->below) 999 if (below)
1119 op->below->above = op->above; 1000 below->above = above;
1120 else 1001 else
1121 { 1002 {
1122 /* Nothing below, which means we need to relink map object for this space 1003 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is 1004 * use translated coordinates in case some oddness with map tiling is
1124 * evident 1005 * evident
1125 */ 1006 */
1126 if (GET_MAP_OB (m, x, y) != op) 1007 if (GET_MAP_OB (map, x, y) != this)
1127 { 1008 {
1128 char *dump = dump_object (op); 1009 char *dump = dump_object (this);
1129 LOG (llevError, 1010 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1011 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1131 free (dump); 1012 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1133 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1134 free (dump); 1015 free (dump);
1135 } 1016 }
1136 1017
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1138 } 1019 }
1139 1020
1140 op->above = 0; 1021 above = 0;
1141 op->below = 0; 1022 below = 0;
1142 1023
1143 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1144 return; 1025 return;
1145 1026
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1028
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1149 { 1030 {
1150 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1151 * being removed. 1032 * being removed.
1152 */ 1033 */
1153 1034
1154 if (tmp->type == PLAYER && tmp != op) 1035 if (tmp->type == PLAYER && tmp != this)
1155 { 1036 {
1156 /* If a container that the player is currently using somehow gets 1037 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1158 * appropriately. 1039 * appropriately.
1159 */ 1040 */
1160 if (tmp->container == op) 1041 if (tmp->container == this)
1161 { 1042 {
1162 CLEAR_FLAG (op, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1163 tmp->container = NULL; 1044 tmp->container = 0;
1164 } 1045 }
1165 1046
1166 tmp->contr->socket.update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1167 } 1049 }
1168 1050
1169 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1170 if (check_walk_off 1052 if (check_walk_off
1171 && ((op->move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 { 1055 {
1174 move_apply (tmp, op, NULL); 1056 move_apply (tmp, this, 0);
1175 1057
1176 if (op->destroyed ()) 1058 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1060 }
1179 1061
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181 1063
1182 if (tmp->above == tmp) 1064 if (tmp->above == tmp)
1183 tmp->above = NULL; 1065 tmp->above = 0;
1184 1066
1185 last = tmp; 1067 last = tmp;
1186 } 1068 }
1187 1069
1188 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1189 if (last == NULL) 1071 if (!last)
1190 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else 1073 else
1200 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1201 1075
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1204 } 1078 }
1205} 1079}
1206 1080
1207/* 1081/*
1208 * merge_ob(op,top): 1082 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1217{ 1091{
1218 if (!op->nrof) 1092 if (!op->nrof)
1219 return 0; 1093 return 0;
1220 1094
1221 if (top == NULL) 1095 if (top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1223 1098
1224 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1225 { 1100 {
1226 if (top == op) 1101 if (top == op)
1227 continue; 1102 continue;
1228 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1229 { 1105 {
1230 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1231 1107
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1233 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1234 remove_ob (op); 1110 op->destroy ();
1235 free_object (op);
1236 return top; 1111 return top;
1237 } 1112 }
1238 } 1113 }
1239 1114
1240 return 0; 1115 return 0;
1245 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1246 */ 1121 */
1247object * 1122object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1124{
1250 object *tmp;
1251
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1126 {
1257 tmp->x = x + tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1258 tmp->y = y + tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1259 } 1129 }
1260 1130
1279 * Return value: 1149 * Return value:
1280 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1152 * just 'op' otherwise
1283 */ 1153 */
1284
1285object * 1154object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1156{
1288 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1289 sint16 x, y; 1158 sint16 x, y;
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump); 1193 free (dump);
1325 return op; 1194 return op;
1326 } 1195 }
1327 1196
1328 if (op->more != NULL) 1197 if (op->more)
1329 { 1198 {
1330 /* The part may be on a different map. */ 1199 /* The part may be on a different map. */
1331 1200
1332 object *more = op->more; 1201 object *more = op->more;
1333 1202
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 { 1219 {
1351 if (!op->head) 1220 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353 1222
1354 return NULL; 1223 return 0;
1355 } 1224 }
1356 } 1225 }
1357 1226
1358 CLEAR_FLAG (op, FLAG_REMOVED); 1227 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1228
1367 1236
1368 /* this has to be done after we translate the coordinates. 1237 /* this has to be done after we translate the coordinates.
1369 */ 1238 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1239 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1241 if (object::can_merge (op, tmp))
1373 { 1242 {
1374 op->nrof += tmp->nrof; 1243 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1244 tmp->destroy ();
1376 free_object (tmp);
1377 } 1245 }
1378 1246
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1248 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1249
1394 op->below = originator->below; 1262 op->below = originator->below;
1395 1263
1396 if (op->below) 1264 if (op->below)
1397 op->below->above = op; 1265 op->below->above = op;
1398 else 1266 else
1399 SET_MAP_OB (op->map, op->x, op->y, op); 1267 op->ms ().bot = op;
1400 1268
1401 /* since *below* originator, no need to update top */ 1269 /* since *below* originator, no need to update top */
1402 originator->below = op; 1270 originator->below = op;
1403 } 1271 }
1404 else 1272 else
1450 * If INS_ON_TOP is used, don't do this processing 1318 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1319 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1320 * stacking is a bit odd.
1453 */ 1321 */
1454 if (!(flag & INS_ON_TOP) && 1322 if (!(flag & INS_ON_TOP) &&
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1456 { 1324 {
1457 for (last = top; last != floor; last = last->below) 1325 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1327 break;
1460 /* Check to see if we found the object that blocks view, 1328 /* Check to see if we found the object that blocks view,
1483 1351
1484 if (op->above) 1352 if (op->above)
1485 op->above->below = op; 1353 op->above->below = op;
1486 1354
1487 op->below = NULL; 1355 op->below = NULL;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1356 op->ms ().bot = op;
1489 } 1357 }
1490 else 1358 else
1491 { /* get inserted into the stack above top */ 1359 { /* get inserted into the stack above top */
1492 op->above = top->above; 1360 op->above = top->above;
1493 1361
1497 op->below = top; 1365 op->below = top;
1498 top->above = op; 1366 top->above = op;
1499 } 1367 }
1500 1368
1501 if (op->above == NULL) 1369 if (op->above == NULL)
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1370 op->ms ().top = op;
1503 } /* else not INS_BELOW_ORIGINATOR */ 1371 } /* else not INS_BELOW_ORIGINATOR */
1504 1372
1505 if (op->type == PLAYER) 1373 if (op->type == PLAYER)
1506 op->contr->do_los = 1; 1374 op->contr->do_los = 1;
1507 1375
1508 /* If we have a floor, we know the player, if any, will be above 1376 /* If we have a floor, we know the player, if any, will be above
1509 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1510 */ 1378 */
1511 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1380 if (object *pl = op->ms ().player ())
1513 if (tmp->type == PLAYER) 1381 if (pl->contr->ns)
1514 tmp->contr->socket.update_look = 1; 1382 pl->contr->ns->floorbox_update ();
1515 1383
1516 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1385 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1386 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1387 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_NEED_UPDATE for spaces within this area
1523 * of effect may be sufficient. 1391 * of effect may be sufficient.
1524 */ 1392 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1527 1395
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1397 update_object (op, UP_OBJ_INSERT);
1530 1398
1399 INVOKE_OBJECT (INSERT, op);
1400
1531 /* Don't know if moving this to the end will break anything. However, 1401 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1402 * we want to have floorbox_update called before calling this.
1533 * 1403 *
1534 * check_move_on() must be after this because code called from 1404 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1405 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1406 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1407 * update_object().
1539 1409
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1410 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1542 { 1412 {
1543 if (check_move_on (op, originator)) 1413 if (check_move_on (op, originator))
1544 return NULL; 1414 return 0;
1545 1415
1546 /* If we are a multi part object, lets work our way through the check 1416 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1417 * walk on's.
1548 */ 1418 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1420 if (check_move_on (tmp, originator))
1551 return NULL; 1421 return 0;
1552 } 1422 }
1553 1423
1554 return op; 1424 return op;
1555} 1425}
1556 1426
1557/* this function inserts an object in the map, but if it 1427/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1428 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1429 * op is the object to insert it under: supplies x and the map.
1560 */ 1430 */
1561void 1431void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1432replace_insert_ob_in_map (const char *arch_string, object *op)
1563{ 1433{
1564 object * 1434 object *tmp, *tmp1;
1565 tmp;
1566 object *
1567 tmp1;
1568 1435
1569 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1570 1437
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1574 { 1440 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1441
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1581 1443
1582 tmp1->x = op->x; 1444 tmp1->x = op->x;
1583 tmp1->y = op->y; 1445 tmp1->y = op->y;
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 where->map->insert (this, where->x, where->y, originator, flags);
1585} 1453}
1586 1454
1587/* 1455/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array. 1460 * global static errmsg array.
1593 */ 1461 */
1594
1595object * 1462object *
1596get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1597{ 1464{
1598 object * 1465 object *newob;
1599 newob;
1600 int
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1602 1467
1603 if (orig_ob->nrof < nr) 1468 if (orig_ob->nrof < nr)
1604 { 1469 {
1605 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);
1606 return NULL; 1471 return NULL;
1607 } 1472 }
1608 1473
1609 newob = object_create_clone (orig_ob); 1474 newob = object_create_clone (orig_ob);
1610 1475
1611 if ((orig_ob->nrof -= nr) < 1) 1476 if ((orig_ob->nrof -= nr) < 1)
1612 { 1477 orig_ob->destroy (1);
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed) 1478 else if (!is_removed)
1618 { 1479 {
1619 if (orig_ob->env != NULL) 1480 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 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)
1641 1502
1642object * 1503object *
1643decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1644{ 1505{
1645 object *tmp; 1506 object *tmp;
1646 player *pl;
1647 1507
1648 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1649 return op; 1509 return op;
1650 1510
1651 if (i > op->nrof) 1511 if (i > op->nrof)
1652 i = op->nrof; 1512 i = op->nrof;
1653 1513
1654 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i; 1515 op->nrof -= i;
1656 else if (op->env != NULL) 1516 else if (op->env)
1657 { 1517 {
1658 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1659 * therein? 1519 * therein?
1660 */ 1520 */
1661 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1662 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player. 1526 * and then searching the map for a player.
1667 */ 1527 */
1668 if (!tmp) 1528 if (!tmp)
1669 { 1529 for_all_players (pl)
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1672 break; 1533 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 } 1534 }
1678 1535
1679 if (i < op->nrof) 1536 if (i < op->nrof)
1680 { 1537 {
1681 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i; 1539 op->nrof -= i;
1683 if (tmp) 1540 if (tmp)
1684 {
1685 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1686 }
1687 } 1542 }
1688 else 1543 else
1689 { 1544 {
1690 remove_ob (op); 1545 op->remove ();
1691 op->nrof = 0; 1546 op->nrof = 0;
1692 if (tmp) 1547 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1695 }
1696 } 1549 }
1697 } 1550 }
1698 else 1551 else
1699 { 1552 {
1700 object *above = op->above; 1553 object *above = op->above;
1701 1554
1702 if (i < op->nrof) 1555 if (i < op->nrof)
1703 op->nrof -= i; 1556 op->nrof -= i;
1704 else 1557 else
1705 { 1558 {
1706 remove_ob (op); 1559 op->remove ();
1707 op->nrof = 0; 1560 op->nrof = 0;
1708 } 1561 }
1709 1562
1710 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1712 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1713 { 1566 {
1714 if (op->nrof) 1567 if (op->nrof)
1715 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1716 else 1569 else
1720 1573
1721 if (op->nrof) 1574 if (op->nrof)
1722 return op; 1575 return op;
1723 else 1576 else
1724 { 1577 {
1725 free_object (op); 1578 op->destroy ();
1726 return NULL; 1579 return 0;
1727 } 1580 }
1728} 1581}
1729 1582
1730/* 1583/*
1731 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1743 op->carrying += weight; 1596 op->carrying += weight;
1744 op = op->env; 1597 op = op->env;
1745 } 1598 }
1746} 1599}
1747 1600
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761
1762object * 1601object *
1763insert_ob_in_ob (object *op, object *where) 1602insert_ob_in_ob (object *op, object *where)
1764{ 1603{
1765 object * 1604 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1605 {
1779 char *dump = dump_object (op); 1606 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1608 free (dump);
1782 return op; 1609 return op;
1783 } 1610 }
1784 1611
1785 if (where->head) 1612 if (where->head)
1786 { 1613 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1615 where = where->head;
1789 } 1616 }
1617
1618 return where->insert (op);
1619}
1620
1621/*
1622 * env->insert (op)
1623 * This function inserts the object op in the linked list
1624 * inside the object environment.
1625 *
1626 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero
1628 */
1629
1630object *
1631object::insert (object *op)
1632{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove ();
1790 1637
1791 if (op->more) 1638 if (op->more)
1792 { 1639 {
1793 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);
1794 return op; 1641 return op;
1796 1643
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1799 if (op->nrof) 1646 if (op->nrof)
1800 { 1647 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1649 if (object::can_merge (tmp, op))
1803 { 1650 {
1804 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1652 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1808 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1809 */ 1656 */
1810 add_weight (where, op->weight * op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1811 SET_FLAG (op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1812 free_object (op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1813 op = tmp; 1660 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1815 CLEAR_FLAG (op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break; 1663 break;
1817 } 1664 }
1818 1665
1819 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1820 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1822 * 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
1823 * the linking below 1670 * the linking below
1824 */ 1671 */
1825 add_weight (where, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1826 } 1673 }
1827 else 1674 else
1828 add_weight (where, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1829 1676
1830 otmp = is_player_inv (where); 1677 otmp = this->in_player ();
1831 if (otmp && otmp->contr != NULL) 1678 if (otmp && otmp->contr)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp); 1680 otmp->update_stats ();
1835 }
1836 1681
1837 op->map = NULL; 1682 op->map = 0;
1838 op->env = where; 1683 op->env = this;
1839 op->above = NULL; 1684 op->above = 0;
1840 op->below = NULL; 1685 op->below = 0;
1841 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1842 1687
1843 /* 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 */
1844 if ((op->glow_radius != 0) && where->map) 1689 if ((op->glow_radius != 0) && map)
1845 { 1690 {
1846#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1847 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);
1848#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map)) 1694 if (map->darkness)
1850 update_all_los (where->map, where->x, where->y); 1695 update_all_los (map, x, y);
1851 } 1696 }
1852 1697
1853 /* 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.
1854 * It sure simplifies this function... 1699 * It sure simplifies this function...
1855 */ 1700 */
1856 if (where->inv == NULL) 1701 if (!inv)
1857 where->inv = op; 1702 inv = op;
1858 else 1703 else
1859 { 1704 {
1860 op->below = where->inv; 1705 op->below = inv;
1861 op->below->above = op; 1706 op->below->above = op;
1862 where->inv = op; 1707 inv = op;
1863 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1864 return op; 1712 return op;
1865} 1713}
1866 1714
1867/* 1715/*
1868 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1882 * 1730 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1733 * on top.
1886 */ 1734 */
1887
1888int 1735int
1889check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1890{ 1737{
1891 object *tmp; 1738 object *tmp;
1892 maptile *m = op->map; 1739 maptile *m = op->map;
1919 1766
1920 /* The objects have to be checked from top to bottom. 1767 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1768 * Hence, we first go to the top:
1922 */ 1769 */
1923 1770
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1925 { 1772 {
1926 /* Trim the search when we find the first other spell effect 1773 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects, 1774 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them. 1775 * we don't need to check all of them.
1929 */ 1776 */
1984/* 1831/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1832 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1833 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1988 */ 1835 */
1989
1990object * 1836object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1837present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1838{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1839 if (m == NULL || out_of_map (m, x, y))
1997 { 1840 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1841 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1842 return NULL;
2000 } 1843 }
1844
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2002 if (tmp->arch == at) 1846 if (tmp->arch == at)
2003 return tmp; 1847 return tmp;
1848
2004 return NULL; 1849 return NULL;
2005} 1850}
2006 1851
2007/* 1852/*
2008 * present(type, map, x, y) searches for any objects with 1853 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1854 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2011 */ 1856 */
2012
2013object * 1857object *
2014present (unsigned char type, maptile *m, int x, int y) 1858present (unsigned char type, maptile *m, int x, int y)
2015{ 1859{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1860 if (out_of_map (m, x, y))
2020 { 1861 {
2021 LOG (llevError, "Present called outside map.\n"); 1862 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1863 return NULL;
2023 } 1864 }
1865
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2025 if (tmp->type == type) 1867 if (tmp->type == type)
2026 return tmp; 1868 return tmp;
1869
2027 return NULL; 1870 return NULL;
2028} 1871}
2029 1872
2030/* 1873/*
2031 * present_in_ob(type, object) searches for any objects with 1874 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1875 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2034 */ 1877 */
2035
2036object * 1878object *
2037present_in_ob (unsigned char type, const object *op) 1879present_in_ob (unsigned char type, const object *op)
2038{ 1880{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1881 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1882 if (tmp->type == type)
2044 return tmp; 1883 return tmp;
1884
2045 return NULL; 1885 return NULL;
2046} 1886}
2047 1887
2048/* 1888/*
2049 * present_in_ob (type, str, object) searches for any objects with 1889 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1897 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1898 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1899 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1900 * to be unique.
2061 */ 1901 */
2062
2063object * 1902object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1903present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1904{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1906 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1907 return tmp;
2073 } 1908
2074 return NULL; 1909 return 0;
2075} 1910}
2076 1911
2077/* 1912/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1913 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1914 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
2081 */ 1916 */
2082
2083object * 1917object *
2084present_arch_in_ob (const archetype *at, const object *op) 1918present_arch_in_ob (const archetype *at, const object *op)
2085{ 1919{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 if (tmp->arch == at) 1921 if (tmp->arch == at)
2091 return tmp; 1922 return tmp;
1923
2092 return NULL; 1924 return NULL;
2093} 1925}
2094 1926
2095/* 1927/*
2096 * activate recursively a flag on an object inventory 1928 * activate recursively a flag on an object inventory
2097 */ 1929 */
2098void 1930void
2099flag_inv (object *op, int flag) 1931flag_inv (object *op, int flag)
2100{ 1932{
2101 object *
2102 tmp;
2103
2104 if (op->inv) 1933 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 { 1935 {
2107 SET_FLAG (tmp, flag); 1936 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1937 flag_inv (tmp, flag);
2109 } 1938 }
2110} /* 1939}
1940
1941/*
2111 * desactivate recursively a flag on an object inventory 1942 * deactivate recursively a flag on an object inventory
2112 */ 1943 */
2113void 1944void
2114unflag_inv (object *op, int flag) 1945unflag_inv (object *op, int flag)
2115{ 1946{
2116 object *
2117 tmp;
2118
2119 if (op->inv) 1947 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 { 1949 {
2122 CLEAR_FLAG (tmp, flag); 1950 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1951 unflag_inv (tmp, flag);
2124 } 1952 }
2125} 1953}
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively). 1957 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for 1958 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function. 1959 * him/her-self and all object carried by a call to this function.
2132 */ 1960 */
2133
2134void 1961void
2135set_cheat (object *op) 1962set_cheat (object *op)
2136{ 1963{
2137 SET_FLAG (op, FLAG_WAS_WIZ); 1964 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ); 1965 flag_inv (op, FLAG_WAS_WIZ);
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1984 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 1985 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 1986 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 1987 * customized, changed states, etc.
2161 */ 1988 */
2162
2163int 1989int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 1991{
2166 int
2167 i,
2168 index = 0, flag; 1992 int index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 1993 int altern[SIZEOFFREE];
2171 1994
2172 for (i = start; i < stop; i++) 1995 for (int i = start; i < stop; i++)
2173 { 1996 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2175 if (!flag) 1998 if (!flag)
2176 altern[index++] = i; 1999 altern [index++] = i;
2177 2000
2178 /* Basically, if we find a wall on a space, we cut down the search size. 2001 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 2002 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 2003 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 2004 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 2005 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 2006 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 2007 * won't look 2 spaces south of the target space.
2185 */ 2008 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2187 stop = maxfree[i]; 2010 stop = maxfree[i];
2188 } 2011 }
2012
2189 if (!index) 2013 if (!index)
2190 return -1; 2014 return -1;
2015
2191 return altern[RANDOM () % index]; 2016 return altern[RANDOM () % index];
2192} 2017}
2193 2018
2194/* 2019/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 2020 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 2021 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 2022 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2023 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 2024 */
2200
2201int 2025int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2027{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2028 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2030 return i;
2211 } 2031
2212 return -1; 2032 return -1;
2213} 2033}
2214 2034
2215/* 2035/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2036 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2037 * arr[begin..end-1].
2038 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2039 */
2219static void 2040static void
2220permute (int *arr, int begin, int end) 2041permute (int *arr, int begin, int end)
2221{ 2042{
2222 int 2043 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2044 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2045
2233 tmp = arr[i]; 2046 while (--end)
2234 arr[i] = arr[j]; 2047 swap (arr [end], arr [RANDOM () % (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2048}
2238 2049
2239/* new function to make monster searching more efficient, and effective! 2050/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2051 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2052 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2055 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2056 */
2246void 2057void
2247get_search_arr (int *search_arr) 2058get_search_arr (int *search_arr)
2248{ 2059{
2249 int 2060 int i;
2250 i;
2251 2061
2252 for (i = 0; i < SIZEOFFREE; i++) 2062 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2063 search_arr[i] = i;
2255 }
2256 2064
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2065 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2066 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2067 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2068}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2077 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2078 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2079 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2080 * there is capable of.
2273 */ 2081 */
2274
2275int 2082int
2276find_dir (maptile *m, int x, int y, object *exclude) 2083find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2084{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2085 int i, max = SIZEOFFREE, mflags;
2281 2086
2282 sint16 nx, ny; 2087 sint16 nx, ny;
2283 object * 2088 object *tmp;
2284 tmp;
2285 maptile * 2089 maptile *mp;
2286 mp;
2287 2090
2288 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2289 2092
2290 if (exclude && exclude->head) 2093 if (exclude && exclude->head)
2291 { 2094 {
2303 mp = m; 2106 mp = m;
2304 nx = x + freearr_x[i]; 2107 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i]; 2108 ny = y + freearr_y[i];
2306 2109
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2111
2308 if (mflags & P_OUT_OF_MAP) 2112 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2113 max = maxfree[i];
2311 }
2312 else 2114 else
2313 { 2115 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2116 mapspace &ms = mp->at (nx, ny);
2117
2118 blocked = ms.move_block;
2315 2119
2316 if ((move_type & blocked) == move_type) 2120 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i]; 2121 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE) 2122 else if (mflags & P_IS_ALIVE)
2321 { 2123 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2124 for (tmp = ms.bot; tmp; tmp = tmp->above)
2323 { 2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2126 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2326 break; 2127 break;
2327 } 2128
2328 }
2329 if (tmp) 2129 if (tmp)
2330 {
2331 return freedir[i]; 2130 return freedir[i];
2332 }
2333 } 2131 }
2334 } 2132 }
2335 } 2133 }
2134
2336 return 0; 2135 return 0;
2337} 2136}
2338 2137
2339/* 2138/*
2340 * distance(object 1, object 2) will return the square of the 2139 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2140 * distance between the two given objects.
2342 */ 2141 */
2343
2344int 2142int
2345distance (const object *ob1, const object *ob2) 2143distance (const object *ob1, const object *ob2)
2346{ 2144{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2145 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2146}
2353 2147
2354/* 2148/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2149 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2150 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2151 * object, needs to travel toward it.
2358 */ 2152 */
2359
2360int 2153int
2361find_dir_2 (int x, int y) 2154find_dir_2 (int x, int y)
2362{ 2155{
2363 int 2156 int q;
2364 q;
2365 2157
2366 if (y) 2158 if (y)
2367 q = x * 100 / y; 2159 q = x * 100 / y;
2368 else if (x) 2160 else if (x)
2369 q = -300 * x; 2161 q = -300 * x;
2404int 2196int
2405absdir (int d) 2197absdir (int d)
2406{ 2198{
2407 while (d < 1) 2199 while (d < 1)
2408 d += 8; 2200 d += 8;
2201
2409 while (d > 8) 2202 while (d > 8)
2410 d -= 8; 2203 d -= 8;
2204
2411 return d; 2205 return d;
2412} 2206}
2413 2207
2414/* 2208/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2417 */ 2211 */
2418 2212
2419int 2213int
2420dirdiff (int dir1, int dir2) 2214dirdiff (int dir1, int dir2)
2421{ 2215{
2422 int 2216 int d;
2423 d;
2424 2217
2425 d = abs (dir1 - dir2); 2218 d = abs (dir1 - dir2);
2426 if (d > 4) 2219 if (d > 4)
2427 d = 8 - d; 2220 d = 8 - d;
2221
2428 return d; 2222 return d;
2429} 2223}
2430 2224
2431/* peterm: 2225/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2226 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2229 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2230 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2231 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2232 * functions.
2439 */ 2233 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2234int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2235 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2236 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2237 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2238 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2239 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2287 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2288 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2289 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2290 * Modified to be map tile aware -.MSW
2499 */ 2291 */
2500
2501
2502int 2292int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2293can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2294{
2505 sint16 dx, dy; 2295 sint16 dx, dy;
2506 int
2507 mflags; 2296 int mflags;
2508 2297
2509 if (dir < 0) 2298 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2299 return 0; /* exit condition: invalid direction */
2511 2300
2512 dx = x + freearr_x[dir]; 2301 dx = x + freearr_x[dir];
2525 return 0; 2314 return 0;
2526 2315
2527 /* yes, can see. */ 2316 /* yes, can see. */
2528 if (dir < 9) 2317 if (dir < 9)
2529 return 1; 2318 return 1;
2319
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2320 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2321 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2322 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2323}
2533
2534
2535 2324
2536/* 2325/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2326 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2327 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2328 * picked up, otherwise 0.
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2341 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553} 2342}
2554 2343
2555
2556/* 2344/*
2557 * create clone from object to another 2345 * create clone from object to another
2558 */ 2346 */
2559object * 2347object *
2560object_create_clone (object *asrc) 2348object_create_clone (object *asrc)
2561{ 2349{
2562 object *
2563 dst = NULL, *tmp, *src, *part, *prev, *item; 2350 object *dst = 0, *tmp, *src, *part, *prev, *item;
2564 2351
2565 if (!asrc) 2352 if (!asrc)
2566 return NULL; 2353 return 0;
2354
2567 src = asrc; 2355 src = asrc;
2568 if (src->head) 2356 if (src->head)
2569 src = src->head; 2357 src = src->head;
2570 2358
2571 prev = NULL; 2359 prev = 0;
2572 for (part = src; part; part = part->more) 2360 for (part = src; part; part = part->more)
2573 { 2361 {
2574 tmp = get_object (); 2362 tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x; 2363 tmp->x -= src->x;
2577 tmp->y -= src->y; 2364 tmp->y -= src->y;
2365
2578 if (!part->head) 2366 if (!part->head)
2579 { 2367 {
2580 dst = tmp; 2368 dst = tmp;
2581 tmp->head = NULL; 2369 tmp->head = 0;
2582 } 2370 }
2583 else 2371 else
2584 {
2585 tmp->head = dst; 2372 tmp->head = dst;
2586 } 2373
2587 tmp->more = NULL; 2374 tmp->more = 0;
2375
2588 if (prev) 2376 if (prev)
2589 prev->more = tmp; 2377 prev->more = tmp;
2378
2590 prev = tmp; 2379 prev = tmp;
2591 } 2380 }
2592 2381
2593 for (item = src->inv; item; item = item->below) 2382 for (item = src->inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (object_create_clone (item), dst);
2600/* Basically, we save the content of the string to a temp file, then call */ 2389/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */ 2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */ 2391/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */ 2392/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */ 2393/* Also remember that multiparts objects are not supported for now. */
2605
2606object * 2394object *
2607load_object_str (const char *obstr) 2395load_object_str (const char *obstr)
2608{ 2396{
2609 object *op; 2397 object *op;
2610 char filename[MAX_BUF]; 2398 char filename[MAX_BUF];
2620 } 2408 }
2621 2409
2622 fprintf (tempfile, obstr); 2410 fprintf (tempfile, obstr);
2623 fclose (tempfile); 2411 fclose (tempfile);
2624 2412
2625 op = get_object (); 2413 op = object::create ();
2626 2414
2627 object_thawer thawer (filename); 2415 object_thawer thawer (filename);
2628 2416
2629 if (thawer) 2417 if (thawer)
2630 load_object (thawer, op, 0); 2418 load_object (thawer, op, 0);
2640 * returns NULL if no match. 2428 * returns NULL if no match.
2641 */ 2429 */
2642object * 2430object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2432{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2434 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2435 return tmp;
2650 2436
2651 return NULL; 2437 return 0;
2652} 2438}
2653 2439
2654/* If ob has a field named key, return the link from the list, 2440/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL. 2441 * otherwise return NULL.
2656 * 2442 *
2658 * do the desired thing. 2444 * do the desired thing.
2659 */ 2445 */
2660key_value * 2446key_value *
2661get_ob_key_link (const object *ob, const char *key) 2447get_ob_key_link (const object *ob, const char *key)
2662{ 2448{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next) 2449 for (key_value *link = ob->key_values; link; link = link->next)
2666 if (link->key == key) 2450 if (link->key == key)
2667 return link; 2451 return link;
2668 2452
2669 return NULL; 2453 return 0;
2670} 2454}
2671 2455
2672/* 2456/*
2673 * Returns the value of op has an extra_field for key, or NULL. 2457 * Returns the value of op has an extra_field for key, or NULL.
2674 * 2458 *
2714 * Returns TRUE on success. 2498 * Returns TRUE on success.
2715 */ 2499 */
2716int 2500int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2502{
2719 key_value *
2720 field = NULL, *last = NULL; 2503 key_value *field = NULL, *last = NULL;
2721 2504
2722 for (field = op->key_values; field != NULL; field = field->next) 2505 for (field = op->key_values; field != NULL; field = field->next)
2723 { 2506 {
2724 if (field->key != canonical_key) 2507 if (field->key != canonical_key)
2725 { 2508 {
2753 /* IF we get here, key doesn't exist */ 2536 /* IF we get here, key doesn't exist */
2754 2537
2755 /* No field, we'll have to add it. */ 2538 /* No field, we'll have to add it. */
2756 2539
2757 if (!add_key) 2540 if (!add_key)
2758 {
2759 return FALSE; 2541 return FALSE;
2760 } 2542
2761 /* There isn't any good reason to store a null 2543 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has 2544 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't 2545 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings, 2546 * be here. If user wants to store empty strings,
2765 * should pass in "" 2547 * should pass in ""

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