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Comparing deliantra/server/common/object.C (file contents):
Revision 1.37 by root, Tue Sep 12 20:55:40 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 57};
54 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
277 op = op->env; 353 op = op->env;
278 return op; 354 return op;
279} 355}
280 356
281/* 357/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages. 359 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
300 */ 361 */
301 362
302void 363char *
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 {
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350}
351
352/*
353 * Dumps an object. Returns output in the static global errmsg array.
354 */
355
356void
357dump_object (object *op) 364dump_object (object *op)
358{ 365{
359 if (op == NULL) 366 if (!op)
360 { 367 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 368
368void 369 object_freezer freezer;
369dump_all_objects (void) 370 save_object (freezer, op, 1);
370{ 371 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 372}
379 373
380/* 374/*
381 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
382 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
398} 392}
399 393
400/* 394/*
401 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
402 */ 396 */
403
404object * 397object *
405find_object (tag_t i) 398find_object (tag_t i)
406{ 399{
407 object *op; 400 return ((unsigned int)i) < objects.size ()
408 401 ? objects [i]
409 for (op = objects; op != NULL; op = op->next) 402 : 0;
410 if (op->count == i)
411 break;
412 return op;
413} 403}
414 404
415/* 405/*
416 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
419 */ 409 */
420
421object * 410object *
422find_object_name (const char *str) 411find_object_name (const char *str)
423{ 412{
424 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
425 object *op; 414 object *op;
426 415
427 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
428 if (op->name == str_) 417 if (op->name == str_)
429 break; 418 break;
430 419
431 return op; 420 return op;
432} 421}
433 422
434void 423void
435free_all_object_data () 424free_all_object_data ()
436{ 425{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459} 427}
460 428
461/* 429/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 431 * skill and experience objects.
496 } 464 }
497 465
498 op->key_values = 0; 466 op->key_values = 0;
499} 467}
500 468
501void object::clear ()
502{
503 attachable_base::clear ();
504
505 free_key_values (this);
506
507 owner = 0;
508 name = 0;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/* 469/*
554 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
559 * will point at garbage. 475 * will point at garbage.
560 */ 476 */
561void 477void
562copy_object (object *op2, object *op) 478object::copy_to (object *dst)
563{ 479{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
566 482
567 op2->clone (op); 483 *(object_copy *)dst = *this;
568 484
569 if (is_freed) 485 if (is_freed)
570 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
571 if (is_removed) 488 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
573 490
574 if (op2->speed < 0) 491 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 493
577 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
578 if (op2->key_values) 495 if (key_values)
579 { 496 {
580 key_value *tail = 0; 497 key_value *tail = 0;
581 key_value *i; 498 key_value *i;
582 499
583 op->key_values = 0; 500 dst->key_values = 0;
584 501
585 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
586 { 503 {
587 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
588 505
589 new_link->next = 0; 506 new_link->next = 0;
590 new_link->key = i->key; 507 new_link->key = i->key;
591 new_link->value = i->value; 508 new_link->value = i->value;
592 509
593 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
594 if (!op->key_values) 511 if (!dst->key_values)
595 { 512 {
596 op->key_values = new_link; 513 dst->key_values = new_link;
597 tail = new_link; 514 tail = new_link;
598 } 515 }
599 else 516 else
600 { 517 {
601 tail->next = new_link; 518 tail->next = new_link;
602 tail = new_link; 519 tail = new_link;
603 } 520 }
604 } 521 }
605 } 522 }
606 523
607 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
608} 533}
609 534
610/* 535/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
614 */ 539 */
615
616void 540void
617update_turn_face (object *op) 541update_turn_face (object *op)
618{ 542{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 544 return;
545
621 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
623} 548}
624 549
625/* 550/*
626 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
629 */ 554 */
630void 555void
631update_ob_speed (object *op) 556object::set_speed (float speed)
632{ 557{
633 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 { 559 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 561 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 562 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 563
658 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 565
662 if (op->active_next != NULL) 566 if (has_active_speed ())
663 op->active_next->active_prev = op; 567 activate ();
664
665 active_objects = op;
666 }
667 else 568 else
668 { 569 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 570}
692 571
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 572/*
725 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 576 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
732 * 580 *
733 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 582 * current action are:
739 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
744 */ 588 */
745
746void 589void
747update_object (object *op, int action) 590update_object (object *op, int action)
748{ 591{
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
751 593
752 if (op == NULL) 594 if (op == NULL)
753 { 595 {
754 /* this should never happen */ 596 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return; 598 return;
757 } 599 }
758 600
759 if (op->env != NULL) 601 if (op->env)
760 { 602 {
761 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
762 * to do in this case. 604 * to do in this case.
763 */ 605 */
764 return; 606 return;
769 */ 611 */
770 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return; 613 return;
772 614
773 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 617 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 619#ifdef MANY_CORES
778 abort (); 620 abort ();
779#endif 621#endif
780 return; 622 return;
781 } 623 }
782 624
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
790 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
791 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 642 * to have move_allow right now.
815 */ 643 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 646 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 647 }
822 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 650 * that is being removed.
825 */ 651 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 653 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
830 else 656 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 658
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 659 if (op->more)
840 update_object (op->more, action); 660 update_object (op->more, action);
841} 661}
842 662
843static unordered_vector<object *> mortals; 663object *object::first;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860}
861 664
862object::object () 665object::object ()
863{ 666{
864 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
865 668
866 expmul = 1.0; 669 expmul = 1.0;
867 face = blank_face; 670 face = blank_face;
868 attacked_by_count = -1;
869} 671}
870 672
871object::~object () 673object::~object ()
872{ 674{
873 free_key_values (this); 675 free_key_values (this);
874} 676}
875 677
876void object::link () 678void object::link ()
877{ 679{
878 count = ++ob_count; 680 uuid = gen_uuid ();
879 681
880 prev = 0; 682 refcnt_inc ();
881 next = objects; 683 objects.insert (this);
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887} 684}
888 685
889void object::unlink () 686void object::unlink ()
890{ 687{
891 count = 0; 688 objects.erase (this);
689 refcnt_dec ();
690}
892 691
893 /* Remove this object from the list of used objects */ 692void
894 if (prev) 693object::activate ()
895 { 694{
896 prev->next = next; 695 /* If already on active list, don't do anything */
897 prev = 0; 696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
898 } 743 {
899 744 op->flag [flag] = value;
900 if (next) 745 op->set_flag_inv (flag, value);
901 { 746 }
902 next->prev = prev; 747}
903 next = 0; 748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
904 } 772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
905 784
906 if (this == objects) 785 if (op->flag [FLAG_STARTEQUIP]
907 objects = next; 786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
908} 796}
909 797
910object *object::create () 798object *object::create ()
911{ 799{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 800 object *op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link (); 801 op->link ();
926 return op; 802 return op;
927} 803}
928 804
929/* 805void
930 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{ 807{
941 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
942 return; 818 return;
943 819
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
945 remove_friendly_object (this);
946 821
947 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
948 remove_ob (this);
949 823
950 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
951 851
952 if (more) 852 if (more)
953 { 853 {
954 more->free (free_inventory); 854 more->destroy ();
955 more = 0; 855 more = 0;
956 } 856 }
957 857
958 if (inv) 858 // clear those pointers that likely might have circular references to us
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967
968 while (op)
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978
979 while (op)
980 {
981 object *tmp = op->below;
982
983 remove_ob (op);
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0; 859 owner = 0;
860 enemy = 0;
861 attacked_by = 0;
862}
1001 863
1002 /* Remove object from the active list */ 864void
1003 speed = 0; 865object::destroy (bool destroy_inventory)
1004 update_ob_speed (this); 866{
867 if (destroyed ())
868 return;
1005 869
1006 unlink (); 870 if (destroy_inventory)
871 destroy_inv (false);
1007 872
1008 mortals.push_back (this); 873 attachable::destroy ();
1009} 874}
1010 875
1011/* 876/*
1012 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1014 */ 879 */
1015
1016void 880void
1017sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1018{ 882{
1019 while (op != NULL) 883 while (op != NULL)
1020 { 884 {
1021 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 } 887
1025 op->carrying -= weight; 888 op->carrying -= weight;
1026 op = op->env; 889 op = op->env;
1027 } 890 }
1028} 891}
1029 892
1030/* remove_ob(op): 893/* op->remove ():
1031 * This function removes the object op from the linked list of objects 894 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 895 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 898 * the previous environment.
1036 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1037 */ 900 */
1038
1039void 901void
1040remove_ob (object *op) 902object::remove ()
1041{ 903{
904 object *tmp, *last = 0;
1042 object * 905 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 906
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1060 return; 908 return;
1061 909
1062 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1063 912
1064 if (op->more != NULL) 913 if (more)
1065 remove_ob (op->more); 914 more->remove ();
1066 915
1067 /* 916 /*
1068 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1069 * inventory. 918 * inventory.
1070 */ 919 */
1071 if (op->env != NULL) 920 if (env)
1072 { 921 {
1073 if (op->nrof) 922 if (nrof)
1074 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1075 else 924 else
1076 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1077 926
1078 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 929 * to save cpu time.
1081 */ 930 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 932 otmp->update_stats ();
1084 933
1085 if (op->above != NULL) 934 if (above)
1086 op->above->below = op->below; 935 above->below = below;
1087 else 936 else
1088 op->env->inv = op->below; 937 env->inv = below;
1089 938
1090 if (op->below != NULL) 939 if (below)
1091 op->below->above = op->above; 940 below->above = above;
1092 941
1093 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1096 */ 945 */
1097 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1098 op->map = op->env->map; 947 map = env->map;
1099 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1100 op->env = NULL; 949 env = 0;
1101 } 950 }
1102 else if (op->map) 951 else if (map)
1103 { 952 {
1104 x = op->x; 953 if (type == PLAYER)
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 } 954 {
1118 955 --map->players;
1119 if (op->map != m) 956 map->touch ();
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */ 957 }
958
959 map->dirty = true;
1126 960
1127 /* link the object above us */ 961 /* link the object above us */
1128 if (op->above) 962 if (above)
1129 op->above->below = op->below; 963 above->below = below;
1130 else 964 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1132 966
1133 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1134 if (op->below) 968 if (below)
1135 op->below->above = op->above; 969 below->above = above;
1136 else 970 else
1137 { 971 {
1138 /* Nothing below, which means we need to relink map object for this space 972 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is 973 * use translated coordinates in case some oddness with map tiling is
1140 * evident 974 * evident
1141 */ 975 */
1142 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1143 { 977 {
1144 dump_object (op); 978 char *dump = dump_object (this);
1145 LOG (llevError, 979 LOG (llevError,
1146 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 980 "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);
981 free (dump);
1147 dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1148 LOG (llevError, "%s\n", errmsg); 983 LOG (llevError, "%s\n", dump);
984 free (dump);
1149 } 985 }
1150 986
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1152 } 988 }
1153 989
1154 op->above = 0; 990 above = 0;
1155 op->below = 0; 991 below = 0;
1156 992
1157 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1158 return; 994 return;
1159 995
1160 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 997
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1164 { 999 {
1165 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1166 * being removed. 1001 * being removed.
1167 */ 1002 */
1168 1003
1169 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1170 { 1005 {
1171 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1173 * appropriately. 1008 * appropriately.
1174 */ 1009 */
1175 if (tmp->container == op) 1010 if (tmp->container == this)
1176 { 1011 {
1177 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1178 tmp->container = NULL; 1013 tmp->container = 0;
1179 } 1014 }
1180 1015
1181 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1182 } 1018 }
1183 1019
1184 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 { 1024 {
1187 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1188 1026
1189 if (was_destroyed (op, tag)) 1027 if (destroyed ())
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 }
1193 } 1029 }
1194 1030
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1197 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1198 tmp->above = NULL; 1034 tmp->above = 0;
1199 1035
1200 last = tmp; 1036 last = tmp;
1201 } 1037 }
1202 1038
1203 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1041 if (!last)
1205 { 1042 map->at (x, y).flags_ = 0;
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else 1043 else
1215 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1216 1045
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1219 } 1048 }
1220} 1049}
1221 1050
1222/* 1051/*
1223 * merge_ob(op,top): 1052 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1232{ 1061{
1233 if (!op->nrof) 1062 if (!op->nrof)
1234 return 0; 1063 return 0;
1235 1064
1236 if (top == NULL) 1065 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1238 1068
1239 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1240 { 1070 {
1241 if (top == op) 1071 if (top == op)
1242 continue; 1072 continue;
1243 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1244 { 1075 {
1245 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1246 1077
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1080 op->destroy ();
1250 free_object (op);
1251 return top; 1081 return top;
1252 } 1082 }
1253 } 1083 }
1254 1084
1255 return NULL; 1085 return 0;
1256} 1086}
1257 1087
1258/* 1088/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1261 */ 1091 */
1262object * 1092object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1094{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1096 {
1272 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1274 } 1099 }
1275 1100
1294 * Return value: 1119 * Return value:
1295 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1122 * just 'op' otherwise
1298 */ 1123 */
1299
1300object * 1124object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1126{
1303 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1304 sint16 x, y; 1128 sint16 x, y;
1305 1129
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1307 { 1131 {
1308 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL; 1133 return NULL;
1310 } 1134 }
1311 1135
1312 if (m == NULL) 1136 if (!m)
1313 { 1137 {
1314 dump_object (op); 1138 char *dump = dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1316 return op; 1141 return op;
1317 } 1142 }
1318 1143
1319 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1320 { 1145 {
1321 dump_object (op); 1146 char *dump = dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1323#ifdef MANY_CORES 1148#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1149 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1150 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1151 * improperly inserted.
1327 */ 1152 */
1328 abort (); 1153 abort ();
1329#endif 1154#endif
1155 free (dump);
1330 return op; 1156 return op;
1331 } 1157 }
1332 1158
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 { 1160 {
1335 dump_object (op); 1161 char *dump = dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1337 return op; 1164 return op;
1338 } 1165 }
1339 1166
1340 if (op->more != NULL) 1167 if (op->more)
1341 { 1168 {
1342 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1343 1170
1344 object *more = op->more; 1171 object *more = op->more;
1345 1172
1346 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1347 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1350 */ 1177 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map) 1180 else if (!more->map)
1354 { 1181 {
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 { 1189 {
1363 if (!op->head) 1190 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1192
1366 return NULL; 1193 return 0;
1367 } 1194 }
1368 } 1195 }
1369 1196
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1198
1378 y = op->y; 1205 y = op->y;
1379 1206
1380 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1381 */ 1208 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1385 { 1212 {
1386 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1214 tmp->destroy ();
1388 free_object (tmp);
1389 } 1215 }
1390 1216
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1219
1406 op->below = originator->below; 1232 op->below = originator->below;
1407 1233
1408 if (op->below) 1234 if (op->below)
1409 op->below->above = op; 1235 op->below->above = op;
1410 else 1236 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1412 1238
1413 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1414 originator->below = op; 1240 originator->below = op;
1415 } 1241 }
1416 else 1242 else
1417 { 1243 {
1418 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 { 1246 {
1421 object *last = NULL; 1247 object *last = 0;
1422 1248
1423 /* 1249 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1434 */ 1260 */
1435
1436 while (top != NULL) 1261 while (top)
1437 { 1262 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1264 floor = top;
1440 1265
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1462 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1289 * stacking is a bit odd.
1465 */ 1290 */
1466 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 { 1293 {
1469 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1296 break;
1472 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495 1320
1496 if (op->above) 1321 if (op->above)
1497 op->above->below = op; 1322 op->above->below = op;
1498 1323
1499 op->below = NULL; 1324 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1501 } 1326 }
1502 else 1327 else
1503 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1504 op->above = top->above; 1329 op->above = top->above;
1505 1330
1508 1333
1509 op->below = top; 1334 op->below = top;
1510 top->above = op; 1335 top->above = op;
1511 } 1336 }
1512 1337
1513 if (op->above == NULL) 1338 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1516 1341
1517 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1518 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1519 1350
1520 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1522 */ 1353 */
1523 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1525 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1527 1358
1528 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1366 * of effect may be sufficient.
1536 */ 1367 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1539 1370
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1542 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1543 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1377 * we want to have floorbox_update called before calling this.
1545 * 1378 *
1546 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1382 * update_object().
1551 1384
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1387 {
1555 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1556 return NULL; 1389 return 0;
1557 1390
1558 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1392 * walk on's.
1560 */ 1393 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1563 return NULL; 1396 return 0;
1564 } 1397 }
1565 1398
1566 return op; 1399 return op;
1567} 1400}
1568 1401
1569/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1572 */ 1405 */
1573void 1406void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1408{
1576 object * 1409 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1410
1581 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1582 1412
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1415 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1416
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1418
1594 tmp1->x = op->x; 1419 tmp1->x = op->x;
1595 tmp1->y = op->y; 1420 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1597} 1428}
1598 1429
1599/* 1430/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1435 * global static errmsg array.
1605 */ 1436 */
1606
1607object * 1437object *
1608get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1609{ 1439{
1610 object * 1440 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1442
1615 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1616 { 1444 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1446 return NULL;
1619 } 1447 }
1620 1448
1621 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1622 1450
1623 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1624 { 1452 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1453 else if (!is_removed)
1630 { 1454 {
1631 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1653 1477
1654object * 1478object *
1655decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1656{ 1480{
1657 object *tmp; 1481 object *tmp;
1658 player *pl;
1659 1482
1660 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1484 return op;
1662 1485
1663 if (i > op->nrof) 1486 if (i > op->nrof)
1664 i = op->nrof; 1487 i = op->nrof;
1665 1488
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1490 op->nrof -= i;
1668 else if (op->env != NULL) 1491 else if (op->env)
1669 { 1492 {
1670 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1671 * therein? 1494 * therein?
1672 */ 1495 */
1673 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1501 * and then searching the map for a player.
1679 */ 1502 */
1680 if (!tmp) 1503 if (!tmp)
1681 { 1504 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1684 break; 1508 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1509 }
1690 1510
1691 if (i < op->nrof) 1511 if (i < op->nrof)
1692 { 1512 {
1693 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1514 op->nrof -= i;
1695 if (tmp) 1515 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1698 }
1699 } 1517 }
1700 else 1518 else
1701 { 1519 {
1702 remove_ob (op); 1520 op->remove ();
1703 op->nrof = 0; 1521 op->nrof = 0;
1704 if (tmp) 1522 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1524 }
1709 } 1525 }
1710 else 1526 else
1711 { 1527 {
1712 object *above = op->above; 1528 object *above = op->above;
1713 1529
1714 if (i < op->nrof) 1530 if (i < op->nrof)
1715 op->nrof -= i; 1531 op->nrof -= i;
1716 else 1532 else
1717 { 1533 {
1718 remove_ob (op); 1534 op->remove ();
1719 op->nrof = 0; 1535 op->nrof = 0;
1720 } 1536 }
1721 1537
1722 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1725 { 1541 {
1726 if (op->nrof) 1542 if (op->nrof)
1727 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1728 else 1544 else
1732 1548
1733 if (op->nrof) 1549 if (op->nrof)
1734 return op; 1550 return op;
1735 else 1551 else
1736 { 1552 {
1737 free_object (op); 1553 op->destroy ();
1738 return NULL; 1554 return 0;
1739 } 1555 }
1740} 1556}
1741 1557
1742/* 1558/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1755 op->carrying += weight; 1571 op->carrying += weight;
1756 op = op->env; 1572 op = op->env;
1757 } 1573 }
1758} 1574}
1759 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1760/* 1596/*
1761 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1762 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1763 * inside the object environment. 1599 * inside the object environment.
1764 * 1600 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1601 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1772 */ 1603 */
1773 1604
1774object * 1605object *
1775insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1776{ 1607{
1777 object * 1608 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1609
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1611 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1612
1801 if (op->more) 1613 if (op->more)
1802 { 1614 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1616 return op;
1806 1618
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1621 if (op->nrof)
1810 { 1622 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1813 { 1625 {
1814 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1627 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1819 */ 1631 */
1820 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1823 op = tmp; 1635 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1638 break;
1827 } 1639 }
1828 1640
1829 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1643 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1644 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1645 * the linking below
1834 */ 1646 */
1835 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1836 } 1648 }
1837 else 1649 else
1838 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1839 1651
1840 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1655 otmp->update_stats ();
1845 }
1846 1656
1847 op->map = NULL; 1657 op->map = 0;
1848 op->env = where; 1658 op->env = this;
1849 op->above = NULL; 1659 op->above = 0;
1850 op->below = NULL; 1660 op->below = 0;
1851 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1852 1662
1853 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1855 { 1665 {
1856#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1861 } 1671 }
1862 1672
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1674 * It sure simplifies this function...
1865 */ 1675 */
1866 if (where->inv == NULL) 1676 if (!inv)
1867 where->inv = op; 1677 inv = op;
1868 else 1678 else
1869 { 1679 {
1870 op->below = where->inv; 1680 op->below = inv;
1871 op->below->above = op; 1681 op->below->above = op;
1872 where->inv = op; 1682 inv = op;
1873 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1874 return op; 1687 return op;
1875} 1688}
1876 1689
1877/* 1690/*
1878 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1892 * 1705 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1708 * on top.
1896 */ 1709 */
1897
1898int 1710int
1899check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1900{ 1712{
1901 object * 1713 object *tmp;
1902 tmp; 1714 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1909 1716
1910 MoveType 1717 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1718
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1720 return 0;
1917
1918 tag = op->count;
1919 1721
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1725
1939 1741
1940 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1942 */ 1744 */
1943 1745
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1747 {
1946 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1750 * we don't need to check all of them.
1949 */ 1751 */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1788 {
1987 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
1988 1790
1989 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
1990 return 1; 1792 return 1;
1991 1793
1992 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2004/* 1806/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2008 */ 1810 */
2009
2010object * 1811object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1813{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2017 { 1815 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1817 return NULL;
2020 } 1818 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1821 if (tmp->arch == at)
2023 return tmp; 1822 return tmp;
1823
2024 return NULL; 1824 return NULL;
2025} 1825}
2026 1826
2027/* 1827/*
2028 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2031 */ 1831 */
2032
2033object * 1832object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2035{ 1834{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2040 { 1836 {
2041 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1838 return NULL;
2043 } 1839 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1842 if (tmp->type == type)
2046 return tmp; 1843 return tmp;
1844
2047 return NULL; 1845 return NULL;
2048} 1846}
2049 1847
2050/* 1848/*
2051 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2054 */ 1852 */
2055
2056object * 1853object *
2057present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2058{ 1855{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1857 if (tmp->type == type)
2064 return tmp; 1858 return tmp;
1859
2065 return NULL; 1860 return NULL;
2066} 1861}
2067 1862
2068/* 1863/*
2069 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1875 * to be unique.
2081 */ 1876 */
2082
2083object * 1877object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1879{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1882 return tmp;
2093 } 1883
2094 return NULL; 1884 return 0;
2095} 1885}
2096 1886
2097/* 1887/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2101 */ 1891 */
2102
2103object * 1892object *
2104present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2105{ 1894{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1896 if (tmp->arch == at)
2111 return tmp; 1897 return tmp;
1898
2112 return NULL; 1899 return NULL;
2113} 1900}
2114 1901
2115/* 1902/*
2116 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2117 */ 1904 */
2118void 1905void
2119flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2120{ 1907{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1908 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1910 {
2127 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2129 } 1913 }
2130} /* 1914}
1915
1916/*
2131 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2132 */ 1918 */
2133void 1919void
2134unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2135{ 1921{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1922 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1924 {
2142 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2144 } 1927 }
2145} 1928}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2152 */ 1935 */
2153
2154void 1936void
2155set_cheat (object *op) 1937set_cheat (object *op)
2156{ 1938{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1962 * customized, changed states, etc.
2181 */ 1963 */
2182
2183int 1964int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1966{
2186 int
2187 i,
2188 index = 0, flag; 1967 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2191 1969
2192 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2193 { 1971 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 1973 if (!flag)
2196 altern[index++] = i; 1974 altern [index++] = i;
2197 1975
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2205 */ 1983 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 1985 stop = maxfree[i];
2208 } 1986 }
1987
2209 if (!index) 1988 if (!index)
2210 return -1; 1989 return -1;
1990
2211 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2212} 1992}
2213 1993
2214/* 1994/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 1999 */
2220
2221int 2000int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2002{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2005 return i;
2231 } 2006
2232 return -1; 2007 return -1;
2233} 2008}
2234 2009
2235/* 2010/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2014 */
2239static void 2015static void
2240permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2241{ 2017{
2242 int 2018 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2019 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2020
2253 tmp = arr[i]; 2021 while (--end)
2254 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2023}
2258 2024
2259/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2031 */
2266void 2032void
2267get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2268{ 2034{
2269 int 2035 int i;
2270 i;
2271 2036
2272 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2038 search_arr[i] = i;
2275 }
2276 2039
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2043}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2055 * there is capable of.
2293 */ 2056 */
2294
2295int 2057int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2059{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2301 2061
2302 sint16 nx, ny; 2062 sint16 nx, ny;
2303 object * 2063 object *tmp;
2304 tmp; 2064 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2065
2308 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2309 2067
2310 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2311 { 2069 {
2323 mp = m; 2081 mp = m;
2324 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2326 2084
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2328 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2088 max = maxfree[i];
2331 }
2332 else 2089 else
2333 { 2090 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2335 2094
2336 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2096 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2341 { 2098 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2102 break;
2347 } 2103
2348 }
2349 if (tmp) 2104 if (tmp)
2350 {
2351 return freedir[i]; 2105 return freedir[i];
2352 }
2353 } 2106 }
2354 } 2107 }
2355 } 2108 }
2109
2356 return 0; 2110 return 0;
2357} 2111}
2358 2112
2359/* 2113/*
2360 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2115 * distance between the two given objects.
2362 */ 2116 */
2363
2364int 2117int
2365distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2366{ 2119{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2121}
2373 2122
2374/* 2123/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2378 */ 2127 */
2379
2380int 2128int
2381find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2382{ 2130{
2383 int 2131 int q;
2384 q;
2385 2132
2386 if (y) 2133 if (y)
2387 q = x * 100 / y; 2134 q = x * 100 / y;
2388 else if (x) 2135 else if (x)
2389 q = -300 * x; 2136 q = -300 * x;
2424int 2171int
2425absdir (int d) 2172absdir (int d)
2426{ 2173{
2427 while (d < 1) 2174 while (d < 1)
2428 d += 8; 2175 d += 8;
2176
2429 while (d > 8) 2177 while (d > 8)
2430 d -= 8; 2178 d -= 8;
2179
2431 return d; 2180 return d;
2432} 2181}
2433 2182
2434/* 2183/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2437 */ 2186 */
2438 2187
2439int 2188int
2440dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2441{ 2190{
2442 int 2191 int d;
2443 d;
2444 2192
2445 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2446 if (d > 4) 2194 if (d > 4)
2447 d = 8 - d; 2195 d = 8 - d;
2196
2448 return d; 2197 return d;
2449} 2198}
2450 2199
2451/* peterm: 2200/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2207 * functions.
2459 */ 2208 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2264 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2519 */ 2266 */
2520
2521
2522int 2267int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2269{
2525 sint16 dx, dy; 2270 sint16 dx, dy;
2526 int
2527 mflags; 2271 int mflags;
2528 2272
2529 if (dir < 0) 2273 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2531 2275
2532 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2545 return 0; 2289 return 0;
2546 2290
2547 /* yes, can see. */ 2291 /* yes, can see. */
2548 if (dir < 9) 2292 if (dir < 9)
2549 return 1; 2293 return 1;
2294
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2298}
2553
2554
2555 2299
2556/* 2300/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2317}
2574 2318
2575
2576/* 2319/*
2577 * create clone from object to another 2320 * create clone from object to another
2578 */ 2321 */
2579object * 2322object *
2580object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2581{ 2324{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2326
2585 if (!asrc) 2327 if (!asrc)
2586 return NULL; 2328 return 0;
2329
2587 src = asrc; 2330 src = asrc;
2588 if (src->head) 2331 if (src->head)
2589 src = src->head; 2332 src = src->head;
2590 2333
2591 prev = NULL; 2334 prev = 0;
2592 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2593 { 2336 {
2594 tmp = get_object (); 2337 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2338 tmp->x -= src->x;
2597 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2598 if (!part->head) 2341 if (!part->head)
2599 { 2342 {
2600 dst = tmp; 2343 dst = tmp;
2601 tmp->head = NULL; 2344 tmp->head = 0;
2602 } 2345 }
2603 else 2346 else
2604 {
2605 tmp->head = dst; 2347 tmp->head = dst;
2606 } 2348
2607 tmp->more = NULL; 2349 tmp->more = 0;
2350
2608 if (prev) 2351 if (prev)
2609 prev->more = tmp; 2352 prev->more = tmp;
2353
2610 prev = tmp; 2354 prev = tmp;
2611 } 2355 }
2612 2356
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2359
2619 return dst; 2360 return dst;
2620} 2361}
2621 2362
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */ 2363/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2642
2643object * 2369object *
2644load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2645{ 2371{
2646 object * 2372 object *op;
2647 op;
2648 char
2649 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2650 2374
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652 2376
2653 FILE *
2654 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2655 2378
2656 if (tempfile == NULL) 2379 if (tempfile == NULL)
2657 { 2380 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL; 2382 return NULL;
2660 }; 2383 }
2384
2661 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2662 fclose (tempfile); 2386 fclose (tempfile);
2663 2387
2664 op = get_object (); 2388 op = object::create ();
2665 2389
2666 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2667 2391
2668 if (thawer) 2392 if (thawer)
2669 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2679 * returns NULL if no match. 2403 * returns NULL if no match.
2680 */ 2404 */
2681object * 2405object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2407{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2410 return tmp;
2690 2411
2691 return NULL; 2412 return 0;
2692} 2413}
2693 2414
2694/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2416 * otherwise return NULL.
2696 * 2417 *
2698 * do the desired thing. 2419 * do the desired thing.
2699 */ 2420 */
2700key_value * 2421key_value *
2701get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2702{ 2423{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2425 if (link->key == key)
2709 {
2710 return link; 2426 return link;
2711 }
2712 }
2713 2427
2714 return NULL; 2428 return 0;
2715} 2429}
2716 2430
2717/* 2431/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2433 *
2759 * Returns TRUE on success. 2473 * Returns TRUE on success.
2760 */ 2474 */
2761int 2475int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2477{
2764 key_value *
2765 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2766 2479
2767 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2768 { 2481 {
2769 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2770 { 2483 {
2798 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2799 2512
2800 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2801 2514
2802 if (!add_key) 2515 if (!add_key)
2803 {
2804 return FALSE; 2516 return FALSE;
2805 } 2517
2806 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2810 * should pass in "" 2522 * should pass in ""
2859 } 2571 }
2860 else 2572 else
2861 item = item->env; 2573 item = item->env;
2862} 2574}
2863 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2864// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2865const char * 2606const char *
2866object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2867{ 2608{
2609 char flagdesc[512];
2868 char info2[256 * 3]; 2610 char info2[256 * 4];
2869 char *p = info; 2611 char *p = info;
2870 2612
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2872 count, 2614 count, uuid.seq,
2873 &name, 2615 &name,
2874 title ? " " : "", 2616 title ? "\",title:" : "",
2875 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2876 2619
2877 if (env) 2620 if (env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2622
2880 if (map) 2623 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2625
2883 return info; 2626 return info;
2884} 2627}
2885 2628
2886const char * 2629const char *
2887object::debug_desc () const 2630object::debug_desc () const
2888{ 2631{
2889 static char info[256 * 3]; 2632 static char info[256 * 4];
2890 return debug_desc (info); 2633 return debug_desc (info);
2891} 2634}
2892 2635

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