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/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.38 by root, Wed Sep 13 01:09:24 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 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 for_all_objects (op)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 401 if (op->count == i)
411 break;
412 return op; 402 return op;
403
404 return 0;
413} 405}
414 406
415/* 407/*
416 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
419 */ 411 */
420
421object * 412object *
422find_object_name (const char *str) 413find_object_name (const char *str)
423{ 414{
424 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
425 object *op; 416 object *op;
426 417
427 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
428 if (op->name == str_) 419 if (op->name == str_)
429 break; 420 break;
430 421
431 return op; 422 return op;
432} 423}
433 424
434void 425void
435free_all_object_data () 426free_all_object_data ()
436{ 427{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 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} 429}
460 430
461/* 431/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 433 * skill and experience objects.
496 } 466 }
497 467
498 op->key_values = 0; 468 op->key_values = 0;
499} 469}
500 470
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/* 471/*
554 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
559 * will point at garbage. 477 * will point at garbage.
560 */ 478 */
561void 479void
562copy_object (object *op2, object *op) 480object::copy_to (object *dst)
563{ 481{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
566 484
567 op2->clone (op); 485 *(object_copy *)dst = *this;
568 486
569 if (is_freed) 487 if (is_freed)
570 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
571 if (is_removed) 490 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
573 492
574 if (op2->speed < 0) 493 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 495
577 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
578 if (op2->key_values) 497 if (key_values)
579 { 498 {
580 key_value *tail = 0; 499 key_value *tail = 0;
581 key_value *i; 500 key_value *i;
582 501
583 op->key_values = 0; 502 dst->key_values = 0;
584 503
585 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
586 { 505 {
587 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
588 507
589 new_link->next = 0; 508 new_link->next = 0;
590 new_link->key = i->key; 509 new_link->key = i->key;
591 new_link->value = i->value; 510 new_link->value = i->value;
592 511
593 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
594 if (!op->key_values) 513 if (!dst->key_values)
595 { 514 {
596 op->key_values = new_link; 515 dst->key_values = new_link;
597 tail = new_link; 516 tail = new_link;
598 } 517 }
599 else 518 else
600 { 519 {
601 tail->next = new_link; 520 tail->next = new_link;
602 tail = new_link; 521 tail = new_link;
603 } 522 }
604 } 523 }
605 } 524 }
606 525
607 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
608} 535}
609 536
610/* 537/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
614 */ 541 */
615
616void 542void
617update_turn_face (object *op) 543update_turn_face (object *op)
618{ 544{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 546 return;
547
621 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
623} 550}
624 551
625/* 552/*
626 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
629 */ 556 */
630void 557void
631update_ob_speed (object *op) 558object::set_speed (float speed)
632{ 559{
633 extern int arch_init; 560 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 { 561 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 563 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 564 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 565
658 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 567
662 if (op->active_next != NULL) 568 if (has_active_speed ())
663 op->active_next->active_prev = op; 569 activate ();
664
665 active_objects = op;
666 }
667 else 570 else
668 { 571 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} 572}
692 573
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/* 574/*
725 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 578 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
732 * 582 *
733 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
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: 584 * current action are:
739 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
744 */ 590 */
745
746void 591void
747update_object (object *op, int action) 592update_object (object *op, int action)
748{ 593{
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
751 595
752 if (op == NULL) 596 if (op == NULL)
753 { 597 {
754 /* this should never happen */ 598 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return; 600 return;
757 } 601 }
758 602
759 if (op->env != NULL) 603 if (op->env)
760 { 604 {
761 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
762 * to do in this case. 606 * to do in this case.
763 */ 607 */
764 return; 608 return;
769 */ 613 */
770 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return; 615 return;
772 616
773 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 619 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 621#ifdef MANY_CORES
778 abort (); 622 abort ();
779#endif 623#endif
780 return; 624 return;
781 } 625 }
782 626
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
789 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
790 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
791 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 644 * to have move_allow right now.
815 */ 645 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 648 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 649 }
822 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 652 * that is being removed.
825 */ 653 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 655 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
830 else 658 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 660
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) 661 if (op->more)
840 update_object (op->more, action); 662 update_object (op->more, action);
841} 663}
842 664
843static unordered_vector<object *> mortals; 665object *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}
861 666
862object::object () 667object::object ()
863{ 668{
864 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
865 670
866 expmul = 1.0; 671 expmul = 1.0;
867 face = blank_face; 672 face = blank_face;
868 attacked_by_count = -1;
869} 673}
870 674
871object::~object () 675object::~object ()
872{ 676{
873 free_key_values (this); 677 free_key_values (this);
874} 678}
875 679
680static int object_count;
681
876void object::link () 682void object::link ()
877{ 683{
684 assert (!index);//D
685 uuid = gen_uuid ();
878 count = ++ob_count; 686 count = ++object_count;
879 687
880 prev = 0; 688 refcnt_inc ();
881 next = objects; 689 objects.insert (this);
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887} 690}
888 691
889void object::unlink () 692void object::unlink ()
890{ 693{
891 count = 0; 694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
892 698
893 if (this == objects) 699void
894 objects = next; 700object::activate ()
701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
895 705
896 /* Remove this object from the list of used objects */ 706 if (has_active_speed ())
897 if (prev) 707 actives.insert (this);
898 { 708}
899 prev->next = next; 709
900 prev = 0; 710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
901 } 750 {
902 751 op->flag [flag] = value;
903 if (next) 752 op->set_flag_inv (flag, value);
904 { 753 }
905 next->prev = prev; 754}
906 next = 0; 755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
907 } 802 }
908} 803}
909 804
910object *object::create () 805object *object::create ()
911{ 806{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 807 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 (); 808 op->link ();
926 return op; 809 return op;
927} 810}
928 811
929/* 812void
930 * free_object() frees everything allocated by an object, removes 813object::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{ 814{
941 if (QUERY_FLAG (this, FLAG_FREED)) 815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
942 return; 872 return;
943 873
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 874 if (destroy_inventory)
945 remove_friendly_object (this); 875 destroy_inv (false);
946 876
947 if (!QUERY_FLAG (this, FLAG_REMOVED)) 877 attachable::destroy ();
948 remove_ob (this);
949
950 SET_FLAG (this, FLAG_FREED);
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 }
957
958 if (inv)
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;
1001
1002 /* Remove object from the active list */
1003 speed = 0;
1004 update_ob_speed (this);
1005
1006 unlink ();
1007
1008 mortals.push_back (this);
1009} 878}
1010 879
1011/* 880/*
1012 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1014 */ 883 */
1015
1016void 884void
1017sub_weight (object *op, signed long weight) 885sub_weight (object *op, signed long weight)
1018{ 886{
1019 while (op != NULL) 887 while (op != NULL)
1020 { 888 {
1021 if (op->type == CONTAINER) 889 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 } 891
1025 op->carrying -= weight; 892 op->carrying -= weight;
1026 op = op->env; 893 op = op->env;
1027 } 894 }
1028} 895}
1029 896
1030/* remove_ob(op): 897/* op->remove ():
1031 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 902 * the previous environment.
1036 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1037 */ 904 */
1038
1039void 905void
1040remove_ob (object *op) 906object::remove ()
1041{ 907{
908 object *tmp, *last = 0;
1042 object * 909 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 910
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)) 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1060 return; 912 return;
1061 913
1062 SET_FLAG (op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1063 916
1064 if (op->more != NULL) 917 if (more)
1065 remove_ob (op->more); 918 more->remove ();
1066 919
1067 /* 920 /*
1068 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1069 * inventory. 922 * inventory.
1070 */ 923 */
1071 if (op->env != NULL) 924 if (env)
1072 { 925 {
1073 if (op->nrof) 926 if (nrof)
1074 sub_weight (op->env, op->weight * op->nrof); 927 sub_weight (env, weight * nrof);
1075 else 928 else
1076 sub_weight (op->env, op->weight + op->carrying); 929 sub_weight (env, weight + carrying);
1077 930
1078 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 933 * to save cpu time.
1081 */ 934 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 936 otmp->update_stats ();
1084 937
1085 if (op->above != NULL) 938 if (above)
1086 op->above->below = op->below; 939 above->below = below;
1087 else 940 else
1088 op->env->inv = op->below; 941 env->inv = below;
1089 942
1090 if (op->below != NULL) 943 if (below)
1091 op->below->above = op->above; 944 below->above = above;
1092 945
1093 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
1096 */ 949 */
1097 op->x = op->env->x, op->y = op->env->y; 950 x = env->x, y = env->y;
1098 op->map = op->env->map; 951 map = env->map;
1099 op->above = NULL, op->below = NULL; 952 above = 0, below = 0;
1100 op->env = NULL; 953 env = 0;
1101 } 954 }
1102 else if (op->map) 955 else if (map)
1103 { 956 {
1104 x = op->x; 957 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 } 958 {
1118 959 --map->players;
1119 if (op->map != m) 960 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 */ 961 }
962
963 map->dirty = true;
1126 964
1127 /* link the object above us */ 965 /* link the object above us */
1128 if (op->above) 966 if (above)
1129 op->above->below = op->below; 967 above->below = below;
1130 else 968 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 969 map->at (x, y).top = below; /* we were top, set new top */
1132 970
1133 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1134 if (op->below) 972 if (below)
1135 op->below->above = op->above; 973 below->above = above;
1136 else 974 else
1137 { 975 {
1138 /* Nothing below, which means we need to relink map object for this space 976 /* 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 977 * use translated coordinates in case some oddness with map tiling is
1140 * evident 978 * evident
1141 */ 979 */
1142 if (GET_MAP_OB (m, x, y) != op) 980 if (GET_MAP_OB (map, x, y) != this)
1143 { 981 {
1144 dump_object (op); 982 char *dump = dump_object (this);
1145 LOG (llevError, 983 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); 984 "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);
985 free (dump);
1147 dump_object (GET_MAP_OB (m, x, y)); 986 dump = dump_object (GET_MAP_OB (map, x, y));
1148 LOG (llevError, "%s\n", errmsg); 987 LOG (llevError, "%s\n", dump);
988 free (dump);
1149 } 989 }
1150 990
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 991 map->at (x, y).bot = above; /* goes on above it. */
1152 } 992 }
1153 993
1154 op->above = 0; 994 above = 0;
1155 op->below = 0; 995 below = 0;
1156 996
1157 if (op->map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1158 return; 998 return;
1159 999
1160 tag = op->count; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 1001
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1164 { 1003 {
1165 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1166 * being removed. 1005 * being removed.
1167 */ 1006 */
1168 1007
1169 if (tmp->type == PLAYER && tmp != op) 1008 if (tmp->type == PLAYER && tmp != this)
1170 { 1009 {
1171 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1173 * appropriately. 1012 * appropriately.
1174 */ 1013 */
1175 if (tmp->container == op) 1014 if (tmp->container == this)
1176 { 1015 {
1177 CLEAR_FLAG (op, FLAG_APPLIED); 1016 flag [FLAG_APPLIED] = 0;
1178 tmp->container = NULL; 1017 tmp->container = 0;
1179 } 1018 }
1180 1019
1181 tmp->contr->socket.update_look = 1; 1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1182 } 1022 }
1183 1023
1184 /* See if player moving off should effect something */ 1024 /* 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)) 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 { 1028 {
1187 move_apply (tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1188 1030
1189 if (was_destroyed (op, tag)) 1031 if (destroyed ())
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 }
1193 } 1033 }
1194 1034
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1197 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1198 tmp->above = NULL; 1038 tmp->above = 0;
1199 1039
1200 last = tmp; 1040 last = tmp;
1201 } 1041 }
1202 1042
1203 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1045 if (!last)
1205 { 1046 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 1047 else
1215 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1216 1049
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1219 } 1052 }
1220} 1053}
1221 1054
1222/* 1055/*
1223 * merge_ob(op,top): 1056 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1064merge_ob (object *op, object *top)
1232{ 1065{
1233 if (!op->nrof) 1066 if (!op->nrof)
1234 return 0; 1067 return 0;
1235 1068
1236 if (top == NULL) 1069 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1238 1072
1239 for (; top != NULL; top = top->below) 1073 for (; top; top = top->below)
1240 { 1074 {
1241 if (top == op) 1075 if (top == op)
1242 continue; 1076 continue;
1243 if (CAN_MERGE (op, top)) 1077
1078 if (object::can_merge (op, top))
1244 { 1079 {
1245 top->nrof += op->nrof; 1080 top->nrof += op->nrof;
1246 1081
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1084 op->destroy ();
1250 free_object (op);
1251 return top; 1085 return top;
1252 } 1086 }
1253 } 1087 }
1254 1088
1255 return NULL; 1089 return 0;
1256} 1090}
1257 1091
1258/* 1092/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1261 */ 1095 */
1262object * 1096object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1098{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1100 {
1272 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1274 } 1103 }
1275 1104
1294 * Return value: 1123 * Return value:
1295 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1126 * just 'op' otherwise
1298 */ 1127 */
1299
1300object * 1128object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1130{
1303 object *tmp, *top, *floor = NULL; 1131 object *tmp, *top, *floor = NULL;
1304 sint16 x, y; 1132 sint16 x, y;
1305 1133
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1134 if (QUERY_FLAG (op, FLAG_FREED))
1307 { 1135 {
1308 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL; 1137 return NULL;
1310 } 1138 }
1311 1139
1312 if (m == NULL) 1140 if (!m)
1313 { 1141 {
1314 dump_object (op); 1142 char *dump = dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1316 return op; 1145 return op;
1317 } 1146 }
1318 1147
1319 if (out_of_map (m, op->x, op->y)) 1148 if (out_of_map (m, op->x, op->y))
1320 { 1149 {
1321 dump_object (op); 1150 char *dump = dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1323#ifdef MANY_CORES 1152#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1153 /* 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 1154 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1155 * improperly inserted.
1327 */ 1156 */
1328 abort (); 1157 abort ();
1329#endif 1158#endif
1159 free (dump);
1330 return op; 1160 return op;
1331 } 1161 }
1332 1162
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 { 1164 {
1335 dump_object (op); 1165 char *dump = dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1337 return op; 1168 return op;
1338 } 1169 }
1339 1170
1340 if (op->more != NULL) 1171 if (op->more)
1341 { 1172 {
1342 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1343 1174
1344 object *more = op->more; 1175 object *more = op->more;
1345 1176
1346 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1347 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1350 */ 1181 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map) 1184 else if (!more->map)
1354 { 1185 {
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 { 1193 {
1363 if (!op->head) 1194 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1196
1366 return NULL; 1197 return 0;
1367 } 1198 }
1368 } 1199 }
1369 1200
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1202
1378 y = op->y; 1209 y = op->y;
1379 1210
1380 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1381 */ 1212 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1215 if (object::can_merge (op, tmp))
1385 { 1216 {
1386 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1218 tmp->destroy ();
1388 free_object (tmp);
1389 } 1219 }
1390 1220
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1223
1406 op->below = originator->below; 1236 op->below = originator->below;
1407 1237
1408 if (op->below) 1238 if (op->below)
1409 op->below->above = op; 1239 op->below->above = op;
1410 else 1240 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1241 op->ms ().bot = op;
1412 1242
1413 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1414 originator->below = op; 1244 originator->below = op;
1415 } 1245 }
1416 else 1246 else
1417 { 1247 {
1418 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 { 1250 {
1421 object *last = NULL; 1251 object *last = 0;
1422 1252
1423 /* 1253 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1256 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1434 */ 1264 */
1435
1436 while (top != NULL) 1265 while (top)
1437 { 1266 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1268 floor = top;
1440 1269
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 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 1291 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1293 * stacking is a bit odd.
1465 */ 1294 */
1466 if (!(flag & INS_ON_TOP) && 1295 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)) 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 { 1297 {
1469 for (last = top; last != floor; last = last->below) 1298 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1300 break;
1472 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495 1324
1496 if (op->above) 1325 if (op->above)
1497 op->above->below = op; 1326 op->above->below = op;
1498 1327
1499 op->below = NULL; 1328 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1501 } 1330 }
1502 else 1331 else
1503 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1504 op->above = top->above; 1333 op->above = top->above;
1505 1334
1508 1337
1509 op->below = top; 1338 op->below = top;
1510 top->above = op; 1339 top->above = op;
1511 } 1340 }
1512 1341
1513 if (op->above == NULL) 1342 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1343 op->ms ().top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1516 1345
1517 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1518 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1519 1354
1520 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1522 */ 1357 */
1523 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1359 if (object *pl = op->ms ().player ())
1525 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1361 pl->contr->ns->floorbox_update ();
1527 1362
1528 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1370 * of effect may be sufficient.
1536 */ 1371 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1539 1374
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1542 1377
1378 INVOKE_OBJECT (INSERT, op);
1379
1543 /* Don't know if moving this to the end will break anything. However, 1380 /* 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. 1381 * we want to have floorbox_update called before calling this.
1545 * 1382 *
1546 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1386 * update_object().
1551 1388
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* 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) 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1391 {
1555 if (check_move_on (op, originator)) 1392 if (check_move_on (op, originator))
1556 return NULL; 1393 return 0;
1557 1394
1558 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1396 * walk on's.
1560 */ 1397 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1563 return NULL; 1400 return 0;
1564 } 1401 }
1565 1402
1566 return op; 1403 return op;
1567} 1404}
1568 1405
1569/* this function inserts an object in the map, but if it 1406/* 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. 1407 * 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. 1408 * op is the object to insert it under: supplies x and the map.
1572 */ 1409 */
1573void 1410void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1412{
1576 object * 1413 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1414
1581 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1582 1416
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1419 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1420
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1422
1594 tmp1->x = op->x; 1423 tmp1->x = op->x;
1595 tmp1->y = op->y; 1424 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1597} 1432}
1598 1433
1599/* 1434/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1439 * global static errmsg array.
1605 */ 1440 */
1606
1607object * 1441object *
1608get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1609{ 1443{
1610 object * 1444 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1446
1615 if (orig_ob->nrof < nr) 1447 if (orig_ob->nrof < nr)
1616 { 1448 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1450 return NULL;
1619 } 1451 }
1620 1452
1621 newob = object_create_clone (orig_ob); 1453 newob = object_create_clone (orig_ob);
1622 1454
1623 if ((orig_ob->nrof -= nr) < 1) 1455 if ((orig_ob->nrof -= nr) < 1)
1624 { 1456 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) 1457 else if (!is_removed)
1630 { 1458 {
1631 if (orig_ob->env != NULL) 1459 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1653 1481
1654object * 1482object *
1655decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1656{ 1484{
1657 object *tmp; 1485 object *tmp;
1658 player *pl;
1659 1486
1660 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1488 return op;
1662 1489
1663 if (i > op->nrof) 1490 if (i > op->nrof)
1664 i = op->nrof; 1491 i = op->nrof;
1665 1492
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1494 op->nrof -= i;
1668 else if (op->env != NULL) 1495 else if (op->env)
1669 { 1496 {
1670 /* is this object in the players inventory, or sub container 1497 /* is this object in the players inventory, or sub container
1671 * therein? 1498 * therein?
1672 */ 1499 */
1673 tmp = is_player_inv (op->env); 1500 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1501 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1502 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1503 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1504 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1505 * and then searching the map for a player.
1679 */ 1506 */
1680 if (!tmp) 1507 if (!tmp)
1681 { 1508 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1684 break; 1512 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1513 }
1690 1514
1691 if (i < op->nrof) 1515 if (i < op->nrof)
1692 { 1516 {
1693 sub_weight (op->env, op->weight * i); 1517 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1518 op->nrof -= i;
1695 if (tmp) 1519 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1698 }
1699 } 1521 }
1700 else 1522 else
1701 { 1523 {
1702 remove_ob (op); 1524 op->remove ();
1703 op->nrof = 0; 1525 op->nrof = 0;
1704 if (tmp) 1526 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1527 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1528 }
1709 } 1529 }
1710 else 1530 else
1711 { 1531 {
1712 object *above = op->above; 1532 object *above = op->above;
1713 1533
1714 if (i < op->nrof) 1534 if (i < op->nrof)
1715 op->nrof -= i; 1535 op->nrof -= i;
1716 else 1536 else
1717 { 1537 {
1718 remove_ob (op); 1538 op->remove ();
1719 op->nrof = 0; 1539 op->nrof = 0;
1720 } 1540 }
1721 1541
1722 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1544 if (tmp->type == PLAYER)
1725 { 1545 {
1726 if (op->nrof) 1546 if (op->nrof)
1727 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1728 else 1548 else
1732 1552
1733 if (op->nrof) 1553 if (op->nrof)
1734 return op; 1554 return op;
1735 else 1555 else
1736 { 1556 {
1737 free_object (op); 1557 op->destroy ();
1738 return NULL; 1558 return 0;
1739 } 1559 }
1740} 1560}
1741 1561
1742/* 1562/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1755 op->carrying += weight; 1575 op->carrying += weight;
1756 op = op->env; 1576 op = op->env;
1757 } 1577 }
1758} 1578}
1759 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1760/* 1600/*
1761 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1762 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1763 * inside the object environment. 1603 * inside the object environment.
1764 * 1604 *
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 1605 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1772 */ 1607 */
1773 1608
1774object * 1609object *
1775insert_ob_in_ob (object *op, object *where) 1610object::insert (object *op)
1776{ 1611{
1777 object * 1612 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1613
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1615 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 1616
1801 if (op->more) 1617 if (op->more)
1802 { 1618 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1620 return op;
1806 1622
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1625 if (op->nrof)
1810 { 1626 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1628 if (object::can_merge (tmp, op))
1813 { 1629 {
1814 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1631 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1819 */ 1635 */
1820 add_weight (where, op->weight * op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1823 op = tmp; 1639 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1642 break;
1827 } 1643 }
1828 1644
1829 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1647 * (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 1648 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1649 * the linking below
1834 */ 1650 */
1835 add_weight (where, op->weight * op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1836 } 1652 }
1837 else 1653 else
1838 add_weight (where, (op->weight + op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1839 1655
1840 otmp = is_player_inv (where); 1656 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1657 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1659 otmp->update_stats ();
1845 }
1846 1660
1847 op->map = NULL; 1661 op->map = 0;
1848 op->env = where; 1662 op->env = this;
1849 op->above = NULL; 1663 op->above = 0;
1850 op->below = NULL; 1664 op->below = 0;
1851 op->x = 0, op->y = 0; 1665 op->x = 0, op->y = 0;
1852 1666
1853 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1668 if ((op->glow_radius != 0) && map)
1855 { 1669 {
1856#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1673 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1674 update_all_los (map, x, y);
1861 } 1675 }
1862 1676
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1678 * It sure simplifies this function...
1865 */ 1679 */
1866 if (where->inv == NULL) 1680 if (!inv)
1867 where->inv = op; 1681 inv = op;
1868 else 1682 else
1869 { 1683 {
1870 op->below = where->inv; 1684 op->below = inv;
1871 op->below->above = op; 1685 op->below->above = op;
1872 where->inv = op; 1686 inv = op;
1873 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1874 return op; 1691 return op;
1875} 1692}
1876 1693
1877/* 1694/*
1878 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1892 * 1709 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1712 * on top.
1896 */ 1713 */
1897
1898int 1714int
1899check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1900{ 1716{
1901 object * 1717 object *tmp;
1902 tmp; 1718 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1719 int x = op->x, y = op->y;
1909 1720
1910 MoveType 1721 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1722
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1724 return 0;
1917
1918 tag = op->count;
1919 1725
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1726 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); 1727 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); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1729
1939 1745
1940 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1942 */ 1748 */
1943 1749
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1751 {
1946 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1754 * we don't need to check all of them.
1949 */ 1755 */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 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)) 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1792 {
1987 move_apply (tmp, op, originator); 1793 move_apply (tmp, op, originator);
1988 1794
1989 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1990 return 1; 1796 return 1;
1991 1797
1992 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
2004/* 1810/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2008 */ 1814 */
2009
2010object * 1815object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1817{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
2017 { 1819 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1821 return NULL;
2020 } 1822 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1825 if (tmp->arch == at)
2023 return tmp; 1826 return tmp;
1827
2024 return NULL; 1828 return NULL;
2025} 1829}
2026 1830
2027/* 1831/*
2028 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2031 */ 1835 */
2032
2033object * 1836object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1837present (unsigned char type, maptile *m, int x, int y)
2035{ 1838{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1839 if (out_of_map (m, x, y))
2040 { 1840 {
2041 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1842 return NULL;
2043 } 1843 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1846 if (tmp->type == type)
2046 return tmp; 1847 return tmp;
1848
2047 return NULL; 1849 return NULL;
2048} 1850}
2049 1851
2050/* 1852/*
2051 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2054 */ 1856 */
2055
2056object * 1857object *
2057present_in_ob (unsigned char type, const object *op) 1858present_in_ob (unsigned char type, const object *op)
2058{ 1859{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1861 if (tmp->type == type)
2064 return tmp; 1862 return tmp;
1863
2065 return NULL; 1864 return NULL;
2066} 1865}
2067 1866
2068/* 1867/*
2069 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1876 * 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 1877 * 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 1878 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1879 * to be unique.
2081 */ 1880 */
2082
2083object * 1881object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1882present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1883{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1886 return tmp;
2093 } 1887
2094 return NULL; 1888 return 0;
2095} 1889}
2096 1890
2097/* 1891/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2101 */ 1895 */
2102
2103object * 1896object *
2104present_arch_in_ob (const archetype *at, const object *op) 1897present_arch_in_ob (const archetype *at, const object *op)
2105{ 1898{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1900 if (tmp->arch == at)
2111 return tmp; 1901 return tmp;
1902
2112 return NULL; 1903 return NULL;
2113} 1904}
2114 1905
2115/* 1906/*
2116 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2117 */ 1908 */
2118void 1909void
2119flag_inv (object *op, int flag) 1910flag_inv (object *op, int flag)
2120{ 1911{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1912 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1914 {
2127 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
2129 } 1917 }
2130} /* 1918}
1919
1920/*
2131 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2132 */ 1922 */
2133void 1923void
2134unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2135{ 1925{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1926 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1928 {
2142 CLEAR_FLAG (tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1930 unflag_inv (tmp, flag);
2144 } 1931 }
2145} 1932}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 1937 * 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. 1938 * him/her-self and all object carried by a call to this function.
2152 */ 1939 */
2153
2154void 1940void
2155set_cheat (object *op) 1941set_cheat (object *op)
2156{ 1942{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * 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 1964 * 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 1965 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1966 * customized, changed states, etc.
2181 */ 1967 */
2182
2183int 1968int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1970{
2186 int
2187 i,
2188 index = 0, flag; 1971 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2191 1973
2192 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2193 { 1975 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 1977 if (!flag)
2196 altern[index++] = i; 1978 altern [index++] = i;
2197 1979
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* 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. 1981 * 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 - 1982 * 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 1983 * 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 1984 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2205 */ 1987 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 1989 stop = maxfree[i];
2208 } 1990 }
1991
2209 if (!index) 1992 if (!index)
2210 return -1; 1993 return -1;
1994
2211 return altern[RANDOM () % index]; 1995 return altern[RANDOM () % index];
2212} 1996}
2213 1997
2214/* 1998/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2001 * 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. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2003 */
2220
2221int 2004int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2006{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2009 return i;
2231 } 2010
2232 return -1; 2011 return -1;
2233} 2012}
2234 2013
2235/* 2014/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2018 */
2239static void 2019static void
2240permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2241{ 2021{
2242 int 2022 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2023 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2024
2253 tmp = arr[i]; 2025 while (--end)
2254 arr[i] = arr[j]; 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2027}
2258 2028
2259/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2030 * 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 2031 * 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. 2034 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2035 */
2266void 2036void
2267get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2268{ 2038{
2269 int 2039 int i;
2270 i;
2271 2040
2272 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2042 search_arr[i] = i;
2275 }
2276 2043
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2047}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * 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 2057 * 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 2058 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2059 * there is capable of.
2293 */ 2060 */
2294
2295int 2061int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2063{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2301 2065
2302 sint16 nx, ny; 2066 sint16 nx, ny;
2303 object * 2067 object *tmp;
2304 tmp; 2068 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2069
2308 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2309 2071
2310 if (exclude && exclude->head) 2072 if (exclude && exclude->head)
2311 { 2073 {
2323 mp = m; 2085 mp = m;
2324 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2326 2088
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2328 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2092 max = maxfree[i];
2331 }
2332 else 2093 else
2333 { 2094 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2335 2098
2336 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2100 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2341 { 2102 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2104 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))) 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2106 break;
2347 } 2107
2348 }
2349 if (tmp) 2108 if (tmp)
2350 {
2351 return freedir[i]; 2109 return freedir[i];
2352 }
2353 } 2110 }
2354 } 2111 }
2355 } 2112 }
2113
2356 return 0; 2114 return 0;
2357} 2115}
2358 2116
2359/* 2117/*
2360 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2119 * distance between the two given objects.
2362 */ 2120 */
2363
2364int 2121int
2365distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2366{ 2123{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2125}
2373 2126
2374/* 2127/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * 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 2129 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2378 */ 2131 */
2379
2380int 2132int
2381find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2382{ 2134{
2383 int 2135 int q;
2384 q;
2385 2136
2386 if (y) 2137 if (y)
2387 q = x * 100 / y; 2138 q = x * 100 / y;
2388 else if (x) 2139 else if (x)
2389 q = -300 * x; 2140 q = -300 * x;
2424int 2175int
2425absdir (int d) 2176absdir (int d)
2426{ 2177{
2427 while (d < 1) 2178 while (d < 1)
2428 d += 8; 2179 d += 8;
2180
2429 while (d > 8) 2181 while (d > 8)
2430 d -= 8; 2182 d -= 8;
2183
2431 return d; 2184 return d;
2432} 2185}
2433 2186
2434/* 2187/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2437 */ 2190 */
2438 2191
2439int 2192int
2440dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2441{ 2194{
2442 int 2195 int d;
2443 d;
2444 2196
2445 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2446 if (d > 4) 2198 if (d > 4)
2447 d = 8 - d; 2199 d = 8 - d;
2200
2448 return d; 2201 return d;
2449} 2202}
2450 2203
2451/* peterm: 2204/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * 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 2208 * 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. 2209 * 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 2210 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2211 * functions.
2459 */ 2212 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2268 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2519 */ 2270 */
2520
2521
2522int 2271int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2273{
2525 sint16 dx, dy; 2274 sint16 dx, dy;
2526 int
2527 mflags; 2275 int mflags;
2528 2276
2529 if (dir < 0) 2277 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2531 2279
2532 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2545 return 0; 2293 return 0;
2546 2294
2547 /* yes, can see. */ 2295 /* yes, can see. */
2548 if (dir < 9) 2296 if (dir < 9)
2549 return 1; 2297 return 1;
2298
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 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]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2302}
2553
2554
2555 2303
2556/* 2304/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2305 * 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 2306 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (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)); 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2321}
2574 2322
2575
2576/* 2323/*
2577 * create clone from object to another 2324 * create clone from object to another
2578 */ 2325 */
2579object * 2326object *
2580object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2581{ 2328{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2330
2585 if (!asrc) 2331 if (!asrc)
2586 return NULL; 2332 return 0;
2333
2587 src = asrc; 2334 src = asrc;
2588 if (src->head) 2335 if (src->head)
2589 src = src->head; 2336 src = src->head;
2590 2337
2591 prev = NULL; 2338 prev = 0;
2592 for (part = src; part; part = part->more) 2339 for (part = src; part; part = part->more)
2593 { 2340 {
2594 tmp = get_object (); 2341 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2342 tmp->x -= src->x;
2597 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2598 if (!part->head) 2345 if (!part->head)
2599 { 2346 {
2600 dst = tmp; 2347 dst = tmp;
2601 tmp->head = NULL; 2348 tmp->head = 0;
2602 } 2349 }
2603 else 2350 else
2604 {
2605 tmp->head = dst; 2351 tmp->head = dst;
2606 } 2352
2607 tmp->more = NULL; 2353 tmp->more = 0;
2354
2608 if (prev) 2355 if (prev)
2609 prev->more = tmp; 2356 prev->more = tmp;
2357
2610 prev = tmp; 2358 prev = tmp;
2611 } 2359 }
2612 2360
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2363
2619 return dst; 2364 return dst;
2620} 2365}
2621 2366
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. */ 2367/* 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 */ 2368/* 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, */ 2369/* 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. */ 2370/* 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. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2642
2643object * 2373object *
2644load_object_str (const char *obstr) 2374load_object_str (const char *obstr)
2645{ 2375{
2646 object * 2376 object *op;
2647 op;
2648 char
2649 filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2650 2378
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652 2380
2653 FILE *
2654 tempfile = fopen (filename, "w"); 2381 FILE *tempfile = fopen (filename, "w");
2655 2382
2656 if (tempfile == NULL) 2383 if (tempfile == NULL)
2657 { 2384 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL; 2386 return NULL;
2660 }; 2387 }
2388
2661 fprintf (tempfile, obstr); 2389 fprintf (tempfile, obstr);
2662 fclose (tempfile); 2390 fclose (tempfile);
2663 2391
2664 op = get_object (); 2392 op = object::create ();
2665 2393
2666 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2667 2395
2668 if (thawer) 2396 if (thawer)
2669 load_object (thawer, op, 0); 2397 load_object (thawer, op, 0);
2679 * returns NULL if no match. 2407 * returns NULL if no match.
2680 */ 2408 */
2681object * 2409object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2411{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2414 return tmp;
2690 2415
2691 return NULL; 2416 return 0;
2692} 2417}
2693 2418
2694/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2420 * otherwise return NULL.
2696 * 2421 *
2698 * do the desired thing. 2423 * do the desired thing.
2699 */ 2424 */
2700key_value * 2425key_value *
2701get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2702{ 2427{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2429 if (link->key == key)
2709 {
2710 return link; 2430 return link;
2711 }
2712 }
2713 2431
2714 return NULL; 2432 return 0;
2715} 2433}
2716 2434
2717/* 2435/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2437 *
2759 * Returns TRUE on success. 2477 * Returns TRUE on success.
2760 */ 2478 */
2761int 2479int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2481{
2764 key_value *
2765 field = NULL, *last = NULL; 2482 key_value *field = NULL, *last = NULL;
2766 2483
2767 for (field = op->key_values; field != NULL; field = field->next) 2484 for (field = op->key_values; field != NULL; field = field->next)
2768 { 2485 {
2769 if (field->key != canonical_key) 2486 if (field->key != canonical_key)
2770 { 2487 {
2798 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2799 2516
2800 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2801 2518
2802 if (!add_key) 2519 if (!add_key)
2803 {
2804 return FALSE; 2520 return FALSE;
2805 } 2521
2806 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2810 * should pass in "" 2526 * should pass in ""
2859 } 2575 }
2860 else 2576 else
2861 item = item->env; 2577 item = item->env;
2862} 2578}
2863 2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2864// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2865const char * 2610const char *
2866object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2867{ 2612{
2613 char flagdesc[512];
2868 char info2[256 * 3]; 2614 char info2[256 * 4];
2869 char *p = info; 2615 char *p = info;
2870 2616
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2872 count, 2618 count, uuid.seq,
2873 &name, 2619 &name,
2874 title ? " " : "", 2620 title ? "\",title:" : "",
2875 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2876 2623
2877 if (env) 2624 if (env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2626
2880 if (map) 2627 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2629
2883 return info; 2630 return info;
2884} 2631}
2885 2632
2886const char * 2633const char *
2887object::debug_desc () const 2634object::debug_desc () const
2888{ 2635{
2889 static char info[256 * 3]; 2636 static char info[256 * 4];
2890 return debug_desc (info); 2637 return debug_desc (info);
2891} 2638}
2892 2639

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