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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 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. */
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
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 <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
42short 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,
43 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
44}; 47};
45short 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,
51int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
52 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,
53 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
54}; 57};
55 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
56/* 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. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * 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
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 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)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 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)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* 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
128 * 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
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
176 (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)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* 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
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* 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
205 * 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
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 334 }
335
260 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
262 if (op->carrying != sum) 339 if (op->carrying != sum)
263 op->carrying = sum; 340 op->carrying = sum;
341
264 return sum; 342 return sum;
265} 343}
266 344
267/** 345/**
268 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
275 op = op->env; 353 op = op->env;
276 return op; 354 return op;
277} 355}
278 356
279/* 357/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 359 * Some error messages.
297 * 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.
298 */ 361 */
299 362
300void 363char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 save_object (freezer, op, 1);
368{ 371 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 372}
377 373
378/* 374/*
379 * 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
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * 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.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 return ((unsigned int)i) < objects.size ()
406 401 ? objects [i]
407 for (op = objects; op != NULL; op = op->next) 402 : 0;
408 if (op->count == i)
409 break;
410 return op;
411} 403}
412 404
413/* 405/*
414 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
417 */ 409 */
418
419object * 410object *
420find_object_name (const char *str) 411find_object_name (const char *str)
421{ 412{
422 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
423 object *op; 414 object *op;
424 415
425 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
426 if (&op->name == name) 417 if (op->name == str_)
427 break; 418 break;
428 419
429 return op; 420 return op;
430} 421}
431 422
432void 423void
433free_all_object_data () 424free_all_object_data ()
434{ 425{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 427}
458 428
459/* 429/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 431 * skill and experience objects.
494 } 464 }
495 465
496 op->key_values = 0; 466 op->key_values = 0;
497} 467}
498 468
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 469/*
552 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 475 * will point at garbage.
558 */ 476 */
559void 477void
560copy_object (object *op2, object *op) 478object::copy_to (object *dst)
561{ 479{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 482
565 op2->clone (op); 483 *(object_copy *)dst = *this;
566 484
567 if (is_freed) 485 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
569 if (is_removed) 488 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
571 490
572 if (op2->speed < 0) 491 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 493
575 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
576 if (op2->key_values) 495 if (key_values)
577 { 496 {
578 key_value *tail = 0; 497 key_value *tail = 0;
579 key_value *i; 498 key_value *i;
580 499
581 op->key_values = 0; 500 dst->key_values = 0;
582 501
583 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
584 { 503 {
585 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
586 505
587 new_link->next = 0; 506 new_link->next = 0;
588 new_link->key = i->key; 507 new_link->key = i->key;
589 new_link->value = i->value; 508 new_link->value = i->value;
590 509
591 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
592 if (!op->key_values) 511 if (!dst->key_values)
593 { 512 {
594 op->key_values = new_link; 513 dst->key_values = new_link;
595 tail = new_link; 514 tail = new_link;
596 } 515 }
597 else 516 else
598 { 517 {
599 tail->next = new_link; 518 tail->next = new_link;
600 tail = new_link; 519 tail = new_link;
601 } 520 }
602 } 521 }
603 } 522 }
604 523
605 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
606} 533}
607 534
608/* 535/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
612 */ 539 */
613
614void 540void
615update_turn_face (object *op) 541update_turn_face (object *op)
616{ 542{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 544 return;
545
619 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
621} 548}
622 549
623/* 550/*
624 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
627 */ 554 */
628void 555void
629update_ob_speed (object *op) 556object::set_speed (float speed)
630{ 557{
631 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 559 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 561 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 562 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 563
656 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 565
660 if (op->active_next != NULL) 566 if (has_active_speed ())
661 op->active_next->active_prev = op; 567 activate ();
662
663 active_objects = op;
664 }
665 else 568 else
666 { 569 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 570}
690 571
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 572/*
723 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 576 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
730 * 580 *
731 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 582 * current action are:
737 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
742 */ 588 */
743
744void 589void
745update_object (object *op, int action) 590update_object (object *op, int action)
746{ 591{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
749 593
750 if (op == NULL) 594 if (op == NULL)
751 { 595 {
752 /* this should never happen */ 596 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 598 return;
755 } 599 }
756 600
757 if (op->env != NULL) 601 if (op->env)
758 { 602 {
759 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
760 * to do in this case. 604 * to do in this case.
761 */ 605 */
762 return; 606 return;
767 */ 611 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 613 return;
770 614
771 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 617 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 619#ifdef MANY_CORES
776 abort (); 620 abort ();
777#endif 621#endif
778 return; 622 return;
779 } 623 }
780 624
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
788 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
789 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 642 * to have move_allow right now.
813 */ 643 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 646 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 647 }
820 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 650 * that is being removed.
823 */ 651 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 653 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
828 else 656 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 658
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 659 if (op->more)
838 update_object (op->more, action); 660 update_object (op->more, action);
839} 661}
840 662
841static unordered_vector<object *> mortals; 663object *object::first;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859 664
860object::object () 665object::object ()
861{ 666{
862 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
863 668
864 expmul = 1.0; 669 expmul = 1.0;
865 face = blank_face; 670 face = blank_face;
866 attacked_by_count = -1;
867} 671}
868 672
869object::~object () 673object::~object ()
870{ 674{
871 free_key_values (this); 675 free_key_values (this);
872} 676}
873 677
874void object::link () 678void object::link ()
875{ 679{
876 count = ++ob_count; 680 uuid = gen_uuid ();
877 681
878 prev = 0; 682 objects.insert (this);
879 next = objects;
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 683}
886 684
887void object::unlink () 685void object::unlink ()
888{ 686{
889 count = 0; 687 objects.erase (this);
688}
890 689
891 /* Remove this object from the list of used objects */ 690void
892 if (prev) 691object::activate ()
893 { 692{
894 prev->next = next; 693 /* If already on active list, don't do anything */
895 prev = 0; 694 if (active)
695 return;
696
697 if (has_active_speed ())
698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
896 } 741 {
897 742 op->flag [flag] = value;
898 if (next) 743 op->set_flag_inv (flag, value);
899 { 744 }
900 next->prev = prev; 745}
901 next = 0; 746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
902 } 770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
903 782
904 if (this == objects) 783 if (op->flag [FLAG_STARTEQUIP]
905 objects = next; 784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
906} 793}
907 794
908object *object::create () 795object *object::create ()
909{ 796{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 797 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 798 op->link ();
924 return op; 799 return op;
925} 800}
926 801
927/* 802void
928 * free_object() frees everything allocated by an object, removes 803object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 804{
939 if (QUERY_FLAG (this, FLAG_FREED)) 805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
940 return; 815 return;
941 816
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 set_speed (0);
943 remove_friendly_object (this);
944 818
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 flag [FLAG_FREED] = 1;
946 remove_ob (this);
947 820
948 SET_FLAG (this, FLAG_FREED); 821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
949 848
950 if (more) 849 if (more)
951 { 850 {
952 more->free (free_inventory); 851 more->destroy ();
953 more = 0; 852 more = 0;
954 } 853 }
955 854
956 if (inv) 855 // clear those pointers that likely might have circular references to us
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0; 856 owner = 0;
857 enemy = 0;
858 attacked_by = 0;
859}
999 860
1000 /* Remove object from the active list */ 861void
1001 speed = 0; 862object::destroy (bool destroy_inventory)
1002 update_ob_speed (this); 863{
864 if (destroyed ())
865 return;
1003 866
1004 unlink (); 867 if (destroy_inventory)
868 destroy_inv (false);
1005 869
1006 mortals.push_back (this); 870 attachable::destroy ();
1007} 871}
1008 872
1009/* 873/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1012 */ 876 */
1013
1014void 877void
1015sub_weight (object *op, signed long weight) 878sub_weight (object *op, signed long weight)
1016{ 879{
1017 while (op != NULL) 880 while (op != NULL)
1018 { 881 {
1019 if (op->type == CONTAINER) 882 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 884
1023 op->carrying -= weight; 885 op->carrying -= weight;
1024 op = op->env; 886 op = op->env;
1025 } 887 }
1026} 888}
1027 889
1028/* remove_ob(op): 890/* op->remove ():
1029 * This function removes the object op from the linked list of objects 891 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 892 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 895 * the previous environment.
1034 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1035 */ 897 */
1036
1037void 898void
1038remove_ob (object *op) 899object::remove ()
1039{ 900{
901 object *tmp, *last = 0;
1040 object * 902 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 903
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 905 return;
1059 906
1060 SET_FLAG (op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1061 909
1062 if (op->more != NULL) 910 if (more)
1063 remove_ob (op->more); 911 more->remove ();
1064 912
1065 /* 913 /*
1066 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1067 * inventory. 915 * inventory.
1068 */ 916 */
1069 if (op->env != NULL) 917 if (env)
1070 { 918 {
1071 if (op->nrof) 919 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 920 sub_weight (env, weight * nrof);
1073 else 921 else
1074 sub_weight (op->env, op->weight + op->carrying); 922 sub_weight (env, weight + carrying);
1075 923
1076 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 926 * to save cpu time.
1079 */ 927 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 929 otmp->update_stats ();
1082 930
1083 if (op->above != NULL) 931 if (above)
1084 op->above->below = op->below; 932 above->below = below;
1085 else 933 else
1086 op->env->inv = op->below; 934 env->inv = below;
1087 935
1088 if (op->below != NULL) 936 if (below)
1089 op->below->above = op->above; 937 below->above = above;
1090 938
1091 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
1094 */ 942 */
1095 op->x = op->env->x, op->y = op->env->y; 943 x = env->x, y = env->y;
1096 op->map = op->env->map; 944 map = env->map;
1097 op->above = NULL, op->below = NULL; 945 above = 0, below = 0;
1098 op->env = NULL; 946 env = 0;
1099 } 947 }
1100 else if (op->map) 948 else if (map)
1101 { 949 {
1102 x = op->x; 950 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 } 951 {
1116 952 --map->players;
1117 if (op->map != m) 953 map->touch ();
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */ 954 }
955
956 map->dirty = true;
1124 957
1125 /* link the object above us */ 958 /* link the object above us */
1126 if (op->above) 959 if (above)
1127 op->above->below = op->below; 960 above->below = below;
1128 else 961 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 962 map->at (x, y).top = below; /* we were top, set new top */
1130 963
1131 /* Relink the object below us, if there is one */ 964 /* Relink the object below us, if there is one */
1132 if (op->below) 965 if (below)
1133 op->below->above = op->above; 966 below->above = above;
1134 else 967 else
1135 { 968 {
1136 /* Nothing below, which means we need to relink map object for this space 969 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 970 * use translated coordinates in case some oddness with map tiling is
1138 * evident 971 * evident
1139 */ 972 */
1140 if (GET_MAP_OB (m, x, y) != op) 973 if (GET_MAP_OB (map, x, y) != this)
1141 { 974 {
1142 dump_object (op); 975 char *dump = dump_object (this);
1143 LOG (llevError, 976 LOG (llevError,
1144 "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); 977 "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);
978 free (dump);
1145 dump_object (GET_MAP_OB (m, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1146 LOG (llevError, "%s\n", errmsg); 980 LOG (llevError, "%s\n", dump);
981 free (dump);
1147 } 982 }
1148 983
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1150 } 985 }
1151 986
1152 op->above = 0; 987 above = 0;
1153 op->below = 0; 988 below = 0;
1154 989
1155 if (op->map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1156 return; 991 return;
1157 992
1158 tag = op->count; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 994
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1162 { 996 {
1163 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1164 * being removed. 998 * being removed.
1165 */ 999 */
1166 1000
1167 if (tmp->type == PLAYER && tmp != op) 1001 if (tmp->type == PLAYER && tmp != this)
1168 { 1002 {
1169 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1171 * appropriately. 1005 * appropriately.
1172 */ 1006 */
1173 if (tmp->container == op) 1007 if (tmp->container == this)
1174 { 1008 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1009 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1010 tmp->container = 0;
1177 } 1011 }
1178 1012
1179 tmp->contr->socket.update_look = 1; 1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1180 } 1015 }
1181 1016
1182 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1021 {
1185 move_apply (tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1186 1023
1187 if (was_destroyed (op, tag)) 1024 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1026 }
1192 1027
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1195 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1196 tmp->above = NULL; 1031 tmp->above = 0;
1197 1032
1198 last = tmp; 1033 last = tmp;
1199 } 1034 }
1200 1035
1201 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1038 if (!last)
1203 { 1039 map->at (x, y).flags_ = 0;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1040 else
1213 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1214 1042
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1217 } 1045 }
1218} 1046}
1219 1047
1220/* 1048/*
1221 * merge_ob(op,top): 1049 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1051 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1052 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1053 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1054 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1055 */
1228
1229object * 1056object *
1230merge_ob (object *op, object *top) 1057merge_ob (object *op, object *top)
1231{ 1058{
1232 if (!op->nrof) 1059 if (!op->nrof)
1233 return 0; 1060 return 0;
1234 1061
1235 if (top == NULL) 1062 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1237 1065
1238 for (; top != NULL; top = top->below) 1066 for (; top; top = top->below)
1239 { 1067 {
1240 if (top == op) 1068 if (top == op)
1241 continue; 1069 continue;
1242 if (CAN_MERGE (op, top)) 1070
1071 if (object::can_merge (op, top))
1243 { 1072 {
1244 top->nrof += op->nrof; 1073 top->nrof += op->nrof;
1245 1074
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1077 op->destroy ();
1249 free_object (op);
1250 return top; 1078 return top;
1251 } 1079 }
1252 } 1080 }
1253 1081
1254 return NULL; 1082 return 0;
1255} 1083}
1256 1084
1257/* 1085/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1259 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1260 */ 1088 */
1261object * 1089object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1091{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1093 {
1271 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1272 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1273 } 1096 }
1274 1097
1293 * Return value: 1116 * Return value:
1294 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1119 * just 'op' otherwise
1297 */ 1120 */
1298
1299object * 1121object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1123{
1302 object *tmp, *top, *floor = NULL; 1124 object *tmp, *top, *floor = NULL;
1303 sint16 x, y; 1125 sint16 x, y;
1304 1126
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1306 { 1128 {
1307 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL; 1130 return NULL;
1309 } 1131 }
1310 1132
1311 if (m == NULL) 1133 if (!m)
1312 { 1134 {
1313 dump_object (op); 1135 char *dump = dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1315 return op; 1138 return op;
1316 } 1139 }
1317 1140
1318 if (out_of_map (m, op->x, op->y)) 1141 if (out_of_map (m, op->x, op->y))
1319 { 1142 {
1320 dump_object (op); 1143 char *dump = dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1322#ifdef MANY_CORES 1145#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1146 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1147 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1148 * improperly inserted.
1326 */ 1149 */
1327 abort (); 1150 abort ();
1328#endif 1151#endif
1152 free (dump);
1329 return op; 1153 return op;
1330 } 1154 }
1331 1155
1332 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 { 1157 {
1334 dump_object (op); 1158 char *dump = dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1336 return op; 1161 return op;
1337 } 1162 }
1338 1163
1339 if (op->more != NULL) 1164 if (op->more)
1340 { 1165 {
1341 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1342 1167
1343 object *more = op->more; 1168 object *more = op->more;
1344 1169
1345 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1346 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1349 */ 1174 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map) 1177 else if (!more->map)
1353 { 1178 {
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 { 1186 {
1362 if (!op->head) 1187 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364 1189
1365 return NULL; 1190 return 0;
1366 } 1191 }
1367 } 1192 }
1368 1193
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1195
1377 y = op->y; 1202 y = op->y;
1378 1203
1379 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1380 */ 1205 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1208 if (object::can_merge (op, tmp))
1384 { 1209 {
1385 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1211 tmp->destroy ();
1387 free_object (tmp);
1388 } 1212 }
1389 1213
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1216
1405 op->below = originator->below; 1229 op->below = originator->below;
1406 1230
1407 if (op->below) 1231 if (op->below)
1408 op->below->above = op; 1232 op->below->above = op;
1409 else 1233 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1234 op->ms ().bot = op;
1411 1235
1412 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1413 originator->below = op; 1237 originator->below = op;
1414 } 1238 }
1415 else 1239 else
1416 { 1240 {
1417 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1419 { 1243 {
1420 object *last = NULL; 1244 object *last = 0;
1421 1245
1422 /* 1246 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1433 */ 1257 */
1434
1435 while (top != NULL) 1258 while (top)
1436 { 1259 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1261 floor = top;
1439 1262
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1461 * If INS_ON_TOP is used, don't do this processing 1284 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1285 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1286 * stacking is a bit odd.
1464 */ 1287 */
1465 if (!(flag & INS_ON_TOP) && 1288 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 { 1290 {
1468 for (last = top; last != floor; last = last->below) 1291 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1293 break;
1471 /* Check to see if we found the object that blocks view, 1294 /* Check to see if we found the object that blocks view,
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494 1317
1495 if (op->above) 1318 if (op->above)
1496 op->above->below = op; 1319 op->above->below = op;
1497 1320
1498 op->below = NULL; 1321 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1500 } 1323 }
1501 else 1324 else
1502 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1503 op->above = top->above; 1326 op->above = top->above;
1504 1327
1507 1330
1508 op->below = top; 1331 op->below = top;
1509 top->above = op; 1332 top->above = op;
1510 } 1333 }
1511 1334
1512 if (op->above == NULL) 1335 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1336 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1515 1338
1516 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1517 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1518 1347
1519 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1521 */ 1350 */
1522 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1352 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1354 pl->contr->ns->floorbox_update ();
1526 1355
1527 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1363 * of effect may be sufficient.
1535 */ 1364 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1538 1367
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1541 1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1542 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1544 * 1375 *
1545 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1379 * update_object().
1550 1381
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 { 1384 {
1554 if (check_move_on (op, originator)) 1385 if (check_move_on (op, originator))
1555 return NULL; 1386 return 0;
1556 1387
1557 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1389 * walk on's.
1559 */ 1390 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1562 return NULL; 1393 return 0;
1563 } 1394 }
1564 1395
1565 return op; 1396 return op;
1566} 1397}
1567 1398
1568/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1571 */ 1402 */
1572void 1403void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1405{
1575 object * 1406 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1407
1580 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1581 1409
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 { 1412 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1413
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1415
1593 tmp1->x = op->x; 1416 tmp1->x = op->x;
1594 tmp1->y = op->y; 1417 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1596} 1425}
1597 1426
1598/* 1427/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1432 * global static errmsg array.
1604 */ 1433 */
1605
1606object * 1434object *
1607get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1608{ 1436{
1609 object * 1437 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1439
1614 if (orig_ob->nrof < nr) 1440 if (orig_ob->nrof < nr)
1615 { 1441 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1443 return NULL;
1618 } 1444 }
1619 1445
1620 newob = object_create_clone (orig_ob); 1446 newob = object_create_clone (orig_ob);
1621 1447
1622 if ((orig_ob->nrof -= nr) < 1) 1448 if ((orig_ob->nrof -= nr) < 1)
1623 { 1449 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1450 else if (!is_removed)
1629 { 1451 {
1630 if (orig_ob->env != NULL) 1452 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1652 1474
1653object * 1475object *
1654decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1655{ 1477{
1656 object *tmp; 1478 object *tmp;
1657 player *pl;
1658 1479
1659 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1481 return op;
1661 1482
1662 if (i > op->nrof) 1483 if (i > op->nrof)
1663 i = op->nrof; 1484 i = op->nrof;
1664 1485
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1487 op->nrof -= i;
1667 else if (op->env != NULL) 1488 else if (op->env)
1668 { 1489 {
1669 /* is this object in the players inventory, or sub container 1490 /* is this object in the players inventory, or sub container
1670 * therein? 1491 * therein?
1671 */ 1492 */
1672 tmp = is_player_inv (op->env); 1493 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1494 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1495 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1496 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1497 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1498 * and then searching the map for a player.
1678 */ 1499 */
1679 if (!tmp) 1500 if (!tmp)
1680 { 1501 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1683 break; 1505 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1506 }
1689 1507
1690 if (i < op->nrof) 1508 if (i < op->nrof)
1691 { 1509 {
1692 sub_weight (op->env, op->weight * i); 1510 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1511 op->nrof -= i;
1694 if (tmp) 1512 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1513 esrv_send_item (tmp, op);
1697 }
1698 } 1514 }
1699 else 1515 else
1700 { 1516 {
1701 remove_ob (op); 1517 op->remove ();
1702 op->nrof = 0; 1518 op->nrof = 0;
1703 if (tmp) 1519 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1520 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1521 }
1708 } 1522 }
1709 else 1523 else
1710 { 1524 {
1711 object *above = op->above; 1525 object *above = op->above;
1712 1526
1713 if (i < op->nrof) 1527 if (i < op->nrof)
1714 op->nrof -= i; 1528 op->nrof -= i;
1715 else 1529 else
1716 { 1530 {
1717 remove_ob (op); 1531 op->remove ();
1718 op->nrof = 0; 1532 op->nrof = 0;
1719 } 1533 }
1720 1534
1721 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1537 if (tmp->type == PLAYER)
1724 { 1538 {
1725 if (op->nrof) 1539 if (op->nrof)
1726 esrv_send_item (tmp, op); 1540 esrv_send_item (tmp, op);
1727 else 1541 else
1731 1545
1732 if (op->nrof) 1546 if (op->nrof)
1733 return op; 1547 return op;
1734 else 1548 else
1735 { 1549 {
1736 free_object (op); 1550 op->destroy ();
1737 return NULL; 1551 return 0;
1738 } 1552 }
1739} 1553}
1740 1554
1741/* 1555/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1754 op->carrying += weight; 1568 op->carrying += weight;
1755 op = op->env; 1569 op = op->env;
1756 } 1570 }
1757} 1571}
1758 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1759/* 1593/*
1760 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1761 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1762 * inside the object environment. 1596 * inside the object environment.
1763 * 1597 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1598 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1771 */ 1600 */
1772 1601
1773object * 1602object *
1774insert_ob_in_ob (object *op, object *where) 1603object::insert (object *op)
1775{ 1604{
1776 object * 1605 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1606
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1608 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1609
1800 if (op->more) 1610 if (op->more)
1801 { 1611 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1613 return op;
1805 1615
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1618 if (op->nrof)
1809 { 1619 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1621 if (object::can_merge (tmp, op))
1812 { 1622 {
1813 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1624 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1818 */ 1628 */
1819 add_weight (where, op->weight * op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1822 op = tmp; 1632 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1635 break;
1826 } 1636 }
1827 1637
1828 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1640 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1641 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1642 * the linking below
1833 */ 1643 */
1834 add_weight (where, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1835 } 1645 }
1836 else 1646 else
1837 add_weight (where, (op->weight + op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1838 1648
1839 otmp = is_player_inv (where); 1649 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1650 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1652 otmp->update_stats ();
1844 }
1845 1653
1846 op->map = NULL; 1654 op->map = 0;
1847 op->env = where; 1655 op->env = this;
1848 op->above = NULL; 1656 op->above = 0;
1849 op->below = NULL; 1657 op->below = 0;
1850 op->x = 0, op->y = 0; 1658 op->x = 0, op->y = 0;
1851 1659
1852 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1661 if ((op->glow_radius != 0) && map)
1854 { 1662 {
1855#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1666 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1667 update_all_los (map, x, y);
1860 } 1668 }
1861 1669
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1671 * It sure simplifies this function...
1864 */ 1672 */
1865 if (where->inv == NULL) 1673 if (!inv)
1866 where->inv = op; 1674 inv = op;
1867 else 1675 else
1868 { 1676 {
1869 op->below = where->inv; 1677 op->below = inv;
1870 op->below->above = op; 1678 op->below->above = op;
1871 where->inv = op; 1679 inv = op;
1872 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1873 return op; 1684 return op;
1874} 1685}
1875 1686
1876/* 1687/*
1877 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1891 * 1702 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1705 * on top.
1895 */ 1706 */
1896
1897int 1707int
1898check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1899{ 1709{
1900 object * 1710 object *tmp;
1901 tmp; 1711 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1712 int x = op->x, y = op->y;
1908 1713
1909 MoveType 1714 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1715
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1717 return 0;
1916
1917 tag = op->count;
1918 1718
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1722
1938 1738
1939 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1941 */ 1741 */
1942 1742
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1944 { 1744 {
1945 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1747 * we don't need to check all of them.
1948 */ 1748 */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1785 {
1986 move_apply (tmp, op, originator); 1786 move_apply (tmp, op, originator);
1987 1787
1988 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
1989 return 1; 1789 return 1;
1990 1790
1991 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
2003/* 1803/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2007 */ 1807 */
2008
2009object * 1808object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1810{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
2016 { 1812 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1814 return NULL;
2019 } 1815 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->arch == at) 1818 if (tmp->arch == at)
2022 return tmp; 1819 return tmp;
1820
2023 return NULL; 1821 return NULL;
2024} 1822}
2025 1823
2026/* 1824/*
2027 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2030 */ 1828 */
2031
2032object * 1829object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
2034{ 1831{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
2039 { 1833 {
2040 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1835 return NULL;
2042 } 1836 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1839 if (tmp->type == type)
2045 return tmp; 1840 return tmp;
1841
2046 return NULL; 1842 return NULL;
2047} 1843}
2048 1844
2049/* 1845/*
2050 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2053 */ 1849 */
2054
2055object * 1850object *
2056present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
2057{ 1852{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1854 if (tmp->type == type)
2063 return tmp; 1855 return tmp;
1856
2064 return NULL; 1857 return NULL;
2065} 1858}
2066 1859
2067/* 1860/*
2068 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1872 * to be unique.
2080 */ 1873 */
2081
2082object * 1874object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1876{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1879 return tmp;
2092 } 1880
2093 return NULL; 1881 return 0;
2094} 1882}
2095 1883
2096/* 1884/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2100 */ 1888 */
2101
2102object * 1889object *
2103present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
2104{ 1891{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1893 if (tmp->arch == at)
2110 return tmp; 1894 return tmp;
1895
2111 return NULL; 1896 return NULL;
2112} 1897}
2113 1898
2114/* 1899/*
2115 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2116 */ 1901 */
2117void 1902void
2118flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
2119{ 1904{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1905 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1907 {
2126 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2128 } 1910 }
2129} /* 1911}
1912
1913/*
2130 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2131 */ 1915 */
2132void 1916void
2133unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2134{ 1918{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1919 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1921 {
2141 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2143 } 1924 }
2144} 1925}
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
2151 */ 1932 */
2152
2153void 1933void
2154set_cheat (object *op) 1934set_cheat (object *op)
2155{ 1935{
2156 SET_FLAG (op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 1959 * customized, changed states, etc.
2180 */ 1960 */
2181
2182int 1961int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 1963{
2185 int
2186 i,
2187 index = 0, flag; 1964 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2190 1966
2191 for (i = start; i < stop; i++) 1967 for (int i = start; i < stop; i++)
2192 { 1968 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 1970 if (!flag)
2195 altern[index++] = i; 1971 altern [index++] = i;
2196 1972
2197 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2204 */ 1980 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 1982 stop = maxfree[i];
2207 } 1983 }
1984
2208 if (!index) 1985 if (!index)
2209 return -1; 1986 return -1;
1987
2210 return altern[RANDOM () % index]; 1988 return altern[RANDOM () % index];
2211} 1989}
2212 1990
2213/* 1991/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 1996 */
2219
2220int 1997int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 1999{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2000 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2002 return i;
2230 } 2003
2231 return -1; 2004 return -1;
2232} 2005}
2233 2006
2234/* 2007/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2011 */
2238static void 2012static void
2239permute (int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2240{ 2014{
2241 int 2015 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2016 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2017
2252 tmp = arr[i]; 2018 while (--end)
2253 arr[i] = arr[j]; 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2020}
2257 2021
2258/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2028 */
2265void 2029void
2266get_search_arr (int *search_arr) 2030get_search_arr (int *search_arr)
2267{ 2031{
2268 int 2032 int i;
2269 i;
2270 2033
2271 for (i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2035 search_arr[i] = i;
2274 }
2275 2036
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2040}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2052 * there is capable of.
2292 */ 2053 */
2293
2294int 2054int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2055find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2056{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2300 2058
2301 sint16 nx, ny; 2059 sint16 nx, ny;
2302 object * 2060 object *tmp;
2303 tmp; 2061 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2062
2307 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2308 2064
2309 if (exclude && exclude->head) 2065 if (exclude && exclude->head)
2310 { 2066 {
2322 mp = m; 2078 mp = m;
2323 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2325 2081
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2327 if (mflags & P_OUT_OF_MAP) 2084 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2085 max = maxfree[i];
2330 }
2331 else 2086 else
2332 { 2087 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2334 2091
2335 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2093 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2340 { 2095 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break; 2099 break;
2346 } 2100
2347 }
2348 if (tmp) 2101 if (tmp)
2349 {
2350 return freedir[i]; 2102 return freedir[i];
2351 }
2352 } 2103 }
2353 } 2104 }
2354 } 2105 }
2106
2355 return 0; 2107 return 0;
2356} 2108}
2357 2109
2358/* 2110/*
2359 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2112 * distance between the two given objects.
2361 */ 2113 */
2362
2363int 2114int
2364distance (const object *ob1, const object *ob2) 2115distance (const object *ob1, const object *ob2)
2365{ 2116{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2118}
2372 2119
2373/* 2120/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2377 */ 2124 */
2378
2379int 2125int
2380find_dir_2 (int x, int y) 2126find_dir_2 (int x, int y)
2381{ 2127{
2382 int 2128 int q;
2383 q;
2384 2129
2385 if (y) 2130 if (y)
2386 q = x * 100 / y; 2131 q = x * 100 / y;
2387 else if (x) 2132 else if (x)
2388 q = -300 * x; 2133 q = -300 * x;
2423int 2168int
2424absdir (int d) 2169absdir (int d)
2425{ 2170{
2426 while (d < 1) 2171 while (d < 1)
2427 d += 8; 2172 d += 8;
2173
2428 while (d > 8) 2174 while (d > 8)
2429 d -= 8; 2175 d -= 8;
2176
2430 return d; 2177 return d;
2431} 2178}
2432 2179
2433/* 2180/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 */ 2183 */
2437 2184
2438int 2185int
2439dirdiff (int dir1, int dir2) 2186dirdiff (int dir1, int dir2)
2440{ 2187{
2441 int 2188 int d;
2442 d;
2443 2189
2444 d = abs (dir1 - dir2); 2190 d = abs (dir1 - dir2);
2445 if (d > 4) 2191 if (d > 4)
2446 d = 8 - d; 2192 d = 8 - d;
2193
2447 return d; 2194 return d;
2448} 2195}
2449 2196
2450/* peterm: 2197/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2204 * functions.
2458 */ 2205 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2261 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2518 */ 2263 */
2519
2520
2521int 2264int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2266{
2524 sint16 dx, dy; 2267 sint16 dx, dy;
2525 int
2526 mflags; 2268 int mflags;
2527 2269
2528 if (dir < 0) 2270 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2530 2272
2531 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2544 return 0; 2286 return 0;
2545 2287
2546 /* yes, can see. */ 2288 /* yes, can see. */
2547 if (dir < 9) 2289 if (dir < 9)
2548 return 1; 2290 return 1;
2291
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2295}
2552
2553
2554 2296
2555/* 2297/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2314}
2573 2315
2574
2575/* 2316/*
2576 * create clone from object to another 2317 * create clone from object to another
2577 */ 2318 */
2578object * 2319object *
2579object_create_clone (object *asrc) 2320object_create_clone (object *asrc)
2580{ 2321{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2323
2584 if (!asrc) 2324 if (!asrc)
2585 return NULL; 2325 return 0;
2326
2586 src = asrc; 2327 src = asrc;
2587 if (src->head) 2328 if (src->head)
2588 src = src->head; 2329 src = src->head;
2589 2330
2590 prev = NULL; 2331 prev = 0;
2591 for (part = src; part; part = part->more) 2332 for (part = src; part; part = part->more)
2592 { 2333 {
2593 tmp = get_object (); 2334 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2335 tmp->x -= src->x;
2596 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2597 if (!part->head) 2338 if (!part->head)
2598 { 2339 {
2599 dst = tmp; 2340 dst = tmp;
2600 tmp->head = NULL; 2341 tmp->head = 0;
2601 } 2342 }
2602 else 2343 else
2603 {
2604 tmp->head = dst; 2344 tmp->head = dst;
2605 } 2345
2606 tmp->more = NULL; 2346 tmp->more = 0;
2347
2607 if (prev) 2348 if (prev)
2608 prev->more = tmp; 2349 prev->more = tmp;
2350
2609 prev = tmp; 2351 prev = tmp;
2610 } 2352 }
2611 2353
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2354 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2356
2618 return dst; 2357 return dst;
2619} 2358}
2620 2359
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */ 2360/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2641
2642object * 2366object *
2643load_object_str (const char *obstr) 2367load_object_str (const char *obstr)
2644{ 2368{
2645 object * 2369 object *op;
2646 op;
2647 char
2648 filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2649 2371
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651 2373
2652 FILE *
2653 tempfile = fopen (filename, "w"); 2374 FILE *tempfile = fopen (filename, "w");
2654 2375
2655 if (tempfile == NULL) 2376 if (tempfile == NULL)
2656 { 2377 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL; 2379 return NULL;
2659 }; 2380 }
2381
2660 fprintf (tempfile, obstr); 2382 fprintf (tempfile, obstr);
2661 fclose (tempfile); 2383 fclose (tempfile);
2662 2384
2663 op = get_object (); 2385 op = object::create ();
2664 2386
2665 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2666 2388
2667 if (thawer) 2389 if (thawer)
2668 load_object (thawer, op, 0); 2390 load_object (thawer, op, 0);
2678 * returns NULL if no match. 2400 * returns NULL if no match.
2679 */ 2401 */
2680object * 2402object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2404{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2406 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2407 return tmp;
2689 2408
2690 return NULL; 2409 return 0;
2691} 2410}
2692 2411
2693/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2413 * otherwise return NULL.
2695 * 2414 *
2697 * do the desired thing. 2416 * do the desired thing.
2698 */ 2417 */
2699key_value * 2418key_value *
2700get_ob_key_link (const object *ob, const char *key) 2419get_ob_key_link (const object *ob, const char *key)
2701{ 2420{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2421 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2422 if (link->key == key)
2708 {
2709 return link; 2423 return link;
2710 }
2711 }
2712 2424
2713 return NULL; 2425 return 0;
2714} 2426}
2715 2427
2716/* 2428/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2430 *
2721 * The returned string is shared. 2433 * The returned string is shared.
2722 */ 2434 */
2723const char * 2435const char *
2724get_ob_key_value (const object *op, const char *const key) 2436get_ob_key_value (const object *op, const char *const key)
2725{ 2437{
2726 key_value * 2438 key_value *link;
2727 link; 2439 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2440
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2441 if (!canonical_key)
2734 { 2442 {
2735 /* 1. There being a field named key on any object 2443 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2444 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2445 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2446 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2447 */
2740 return NULL; 2448 return 0;
2741 } 2449 }
2742 2450
2743 /* This is copied from get_ob_key_link() above - 2451 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2452 * only 4 lines, and saves the function call overhead.
2745 */ 2453 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2454 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2455 if (link->key == canonical_key)
2749 {
2750 return link->value; 2456 return link->value;
2751 } 2457
2752 }
2753 return NULL; 2458 return 0;
2754} 2459}
2755 2460
2756 2461
2757/* 2462/*
2758 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2765 * Returns TRUE on success. 2470 * Returns TRUE on success.
2766 */ 2471 */
2767int 2472int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2474{
2770 key_value *
2771 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2772 2476
2773 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2478 {
2775 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2776 { 2480 {
2804 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2805 2509
2806 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2807 2511
2808 if (!add_key) 2512 if (!add_key)
2809 {
2810 return FALSE; 2513 return FALSE;
2811 } 2514
2812 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2816 * should pass in "" 2519 * should pass in ""
2844 shstr key_ (key); 2547 shstr key_ (key);
2845 2548
2846 return set_ob_key_value_s (op, key_, value, add_key); 2549 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2550}
2848 2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2849void 2559void
2850object::deep_iterator::next () 2560object::depth_iterator::next ()
2851{ 2561{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2562 if (item->below)
2563 {
2855 item = item->below; 2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2856 else 2569 else
2857 item = item->env->below; 2570 item = item->env;
2858} 2571}
2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2602// return a suitable string describing an object in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624}
2625
2626const char *
2627object::debug_desc () const
2628{
2629 static char info[256 * 4];
2630 return debug_desc (info);
2631}
2632

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