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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
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, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int 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, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 208 * used to store nrof).
130 */ 209 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 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 226 || 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) || 227 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 246 || 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)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
203 276
204 /* Note sure why the following is the case - either the object has to 277 /* 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 278 * be animated or have a very low speed. Is this an attempted monster
206 * check? 279 * check?
207 */ 280 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 282 return 0;
210 283
211 switch (ob1->type) 284 switch (ob1->type)
212 { 285 {
213 case SCROLL: 286 case SCROLL:
255 { 328 {
256 if (inv->inv) 329 if (inv->inv)
257 sum_weight (inv); 330 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 332 }
333
260 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
262 if (op->carrying != sum) 337 if (op->carrying != sum)
263 op->carrying = sum; 338 op->carrying = sum;
339
264 return sum; 340 return sum;
265} 341}
266 342
267/** 343/**
268 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
275 op = op->env; 351 op = op->env;
276 return op; 352 return op;
277} 353}
278 354
279/* 355/*
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. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 357 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
298 */ 359 */
299 360
300void 361char *
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) 362dump_object (object *op)
356{ 363{
357 if (op == NULL) 364 if (!op)
358 { 365 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 366
366void 367 object_freezer freezer;
367dump_all_objects (void) 368 save_object (freezer, op, 1);
368{ 369 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} 370}
377 371
378/* 372/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
400 */ 394 */
401 395
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break; 401 return op;
402
410 return op; 403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 */ 410 */
418 411
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 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} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
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/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628void 557void
629update_ob_speed (object *op) 558object::set_speed (float speed)
630{ 559{
631 extern int arch_init; 560 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 { 561 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 563 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 564 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 565
656 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 567
660 if (op->active_next != NULL) 568 if (has_active_speed ())
661 op->active_next->active_prev = op; 569 activate (false);
662
663 active_objects = op;
664 }
665 else 570 else
666 { 571 deactivate (false);
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} 572}
690 573
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/* 574/*
723 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 578 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
730 * 582 *
731 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
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: 584 * current action are:
737 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
742 */ 590 */
743
744void 591void
745update_object (object *op, int action) 592update_object (object *op, int action)
746{ 593{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
749 595
750 if (op == NULL) 596 if (op == NULL)
751 { 597 {
752 /* this should never happen */ 598 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 600 return;
755 } 601 }
756 602
757 if (op->env != NULL) 603 if (op->env)
758 { 604 {
759 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
760 * to do in this case. 606 * to do in this case.
761 */ 607 */
762 return; 608 return;
767 */ 613 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 615 return;
770 616
771 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 619 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 621#ifdef MANY_CORES
776 abort (); 622 abort ();
777#endif 623#endif
778 return; 624 return;
779 } 625 }
780 626
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
787 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
788 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
789 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 648 m.flags_ = P_NEED_UPDATE;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 649 }
820 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 652 * that is being removed.
823 */ 653 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
826 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
828 else 658 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 660
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) 661 if (op->more)
838 update_object (op->more, action); 662 update_object (op->more, action);
839} 663}
840 664
841static unordered_vector<object *> mortals; 665object::vector object::objects; // not yet used
842static std::vector<object *> freed; 666object *object::first;
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}
859 667
860object::object () 668object::object ()
861{ 669{
862 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
863 671
864 expmul = 1.0; 672 expmul = 1.0;
865 face = blank_face; 673 face = blank_face;
866 attacked_by_count = -1;
867} 674}
868 675
869object::~object () 676object::~object ()
870{ 677{
871 free_key_values (this); 678 free_key_values (this);
872} 679}
873 680
874void object::link () 681void object::link ()
875{ 682{
876 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
877 685
878 prev = 0; 686 prev = 0;
879 next = objects; 687 next = object::first;
880 688
881 if (objects) 689 if (object::first)
882 objects->prev = this; 690 object::first->prev = this;
883 691
884 objects = this; 692 object::first = this;
885} 693}
886 694
887void object::unlink () 695void object::unlink ()
888{ 696{
889 count = 0; 697 if (this == object::first)
698 object::first = next;
890 699
891 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
895 prev = 0; 704 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0; 705 next = 0;
706}
707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
902 } 712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
903 716
904 if (this == objects) 717 /* process_events() expects us to insert the object at the beginning
905 objects = next; 718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
906} 814}
907 815
908object *object::create () 816object *object::create ()
909{ 817{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 818 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 819 op->link ();
925 return op; 820 return op;
926} 821}
927 822
928/* 823void
929 * free_object() frees everything allocated by an object, removes 824object::do_destroy ()
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 825{
940 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
941 return; 836 return;
942 837
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 838 set_speed (0);
944 remove_ob (this);
945 839
946 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 840 flag [FLAG_FREED] = 1;
947 remove_friendly_object (this);
948 841
949 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
950 868
951 if (more) 869 if (more)
952 { 870 {
953 more->free (free_inventory); 871 more->destroy ();
954 more = 0; 872 more = 0;
955 } 873 }
956 874
957 if (inv) 875 // clear those pointers that likely might have circular references to us
958 {
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977
978 while (op)
979 {
980 object *tmp = op->below;
981
982 remove_ob (op);
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0; 876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
1000 879
1001 /* Remove object from the active list */ 880 // only relevant for players(?), but make sure of it anyways
1002 speed = 0; 881 contr = 0;
1003 update_ob_speed (this); 882}
1004 883
1005 unlink (); 884void
885object::destroy (bool destroy_inventory)
886{
887 if (destroyed ())
888 return;
1006 889
1007 mortals.push_back (this); 890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
1008} 894}
1009 895
1010/* 896/*
1011 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
1013 */ 899 */
1014
1015void 900void
1016sub_weight (object *op, signed long weight) 901sub_weight (object *op, signed long weight)
1017{ 902{
1018 while (op != NULL) 903 while (op != NULL)
1019 { 904 {
1020 if (op->type == CONTAINER) 905 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 } 907
1024 op->carrying -= weight; 908 op->carrying -= weight;
1025 op = op->env; 909 op = op->env;
1026 } 910 }
1027} 911}
1028 912
1029/* remove_ob(op): 913/* op->remove ():
1030 * This function removes the object op from the linked list of objects 914 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 915 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 916 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 917 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 918 * the previous environment.
1035 * Beware: This function is called from the editor as well! 919 * Beware: This function is called from the editor as well!
1036 */ 920 */
1037
1038void 921void
1039remove_ob (object *op) 922object::remove ()
1040{ 923{
924 object *tmp, *last = 0;
1041 object * 925 object *otmp;
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046 926
1047 tag_t
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1059 return; 928 return;
1060 929
1061 SET_FLAG (op, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1062 932
1063 if (op->more != NULL) 933 if (more)
1064 remove_ob (op->more); 934 more->remove ();
1065 935
1066 /* 936 /*
1067 * In this case, the object to be removed is in someones 937 * In this case, the object to be removed is in someones
1068 * inventory. 938 * inventory.
1069 */ 939 */
1070 if (op->env != NULL) 940 if (env)
1071 { 941 {
1072 if (op->nrof) 942 if (nrof)
1073 sub_weight (op->env, op->weight * op->nrof); 943 sub_weight (env, weight * nrof);
1074 else 944 else
1075 sub_weight (op->env, op->weight + op->carrying); 945 sub_weight (env, weight + carrying);
1076 946
1077 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 949 * to save cpu time.
1080 */ 950 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp); 952 otmp->update_stats ();
1083 953
1084 if (op->above != NULL) 954 if (above)
1085 op->above->below = op->below; 955 above->below = below;
1086 else 956 else
1087 op->env->inv = op->below; 957 env->inv = below;
1088 958
1089 if (op->below != NULL) 959 if (below)
1090 op->below->above = op->above; 960 below->above = above;
1091 961
1092 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1093 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1094 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
1095 */ 965 */
1096 op->x = op->env->x, op->y = op->env->y; 966 x = env->x, y = env->y;
1097 op->map = op->env->map; 967 map = env->map;
1098 op->above = NULL, op->below = NULL; 968 above = 0, below = 0;
1099 op->env = NULL; 969 env = 0;
1100 } 970 }
1101 else if (op->map) 971 else if (map)
1102 { 972 {
1103 x = op->x; 973 if (type == PLAYER)
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106
1107 if (!m)
1108 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1110 op->map->path, op->x, op->y);
1111 /* in old days, we used to set x and y to 0 and continue.
1112 * it seems if we get into this case, something is probablye
1113 * screwed up and should be fixed.
1114 */
1115 abort ();
1116 } 974 {
1117 975 --map->players;
1118 if (op->map != m) 976 map->last_access = runtime;
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */ 977 }
978
1125 979
1126 /* link the object above us */ 980 /* link the object above us */
1127 if (op->above) 981 if (above)
1128 op->above->below = op->below; 982 above->below = below;
1129 else 983 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 984 map->at (x, y).top = below; /* we were top, set new top */
1131 985
1132 /* Relink the object below us, if there is one */ 986 /* Relink the object below us, if there is one */
1133 if (op->below) 987 if (below)
1134 op->below->above = op->above; 988 below->above = above;
1135 else 989 else
1136 { 990 {
1137 /* Nothing below, which means we need to relink map object for this space 991 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is 992 * use translated coordinates in case some oddness with map tiling is
1139 * evident 993 * evident
1140 */ 994 */
1141 if (GET_MAP_OB (m, x, y) != op) 995 if (GET_MAP_OB (map, x, y) != this)
1142 { 996 {
1143 dump_object (op); 997 char *dump = dump_object (this);
1144 LOG (llevError, 998 LOG (llevError,
1145 "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); 999 "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);
1000 free (dump);
1146 dump_object (GET_MAP_OB (m, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1147 LOG (llevError, "%s\n", errmsg); 1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1148 } 1004 }
1149 1005
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1151 } 1007 }
1152 1008
1153 op->above = 0; 1009 above = 0;
1154 op->below = 0; 1010 below = 0;
1155 1011
1156 if (op->map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1157 return; 1013 return;
1158 1014
1159 tag = op->count; 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161 1016
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1163 { 1018 {
1164 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1165 * being removed. 1020 * being removed.
1166 */ 1021 */
1167 1022
1168 if (tmp->type == PLAYER && tmp != op) 1023 if (tmp->type == PLAYER && tmp != this)
1169 { 1024 {
1170 /* If a container that the player is currently using somehow gets 1025 /* If a container that the player is currently using somehow gets
1171 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1172 * appropriately. 1027 * appropriately.
1173 */ 1028 */
1174 if (tmp->container == op) 1029 if (tmp->container == this)
1175 { 1030 {
1176 CLEAR_FLAG (op, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1177 tmp->container = NULL; 1032 tmp->container = 0;
1178 } 1033 }
1179 1034
1180 tmp->contr->socket.update_look = 1; 1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1181 } 1037 }
1182 1038
1183 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1040 if (check_walk_off
1041 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 { 1043 {
1186 move_apply (tmp, op, NULL); 1044 move_apply (tmp, this, 0);
1187 1045
1188 if (was_destroyed (op, tag)) 1046 if (destroyed ())
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1191 }
1192 } 1048 }
1193 1049
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1196 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1197 tmp->above = NULL; 1053 tmp->above = 0;
1198 1054
1199 last = tmp; 1055 last = tmp;
1200 } 1056 }
1201 1057
1202 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1203 if (last == NULL) 1060 if (!last)
1204 { 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else 1062 else
1214 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1215 1064
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1217 update_all_los (op->map, op->x, op->y); 1066 update_all_los (map, x, y);
1218 } 1067 }
1219} 1068}
1220 1069
1221/* 1070/*
1222 * merge_ob(op,top): 1071 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1073 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1074 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1075 * If top is NULL, it is calculated.
1227 * Returns pointer to object if it succeded in the merge, otherwise NULL 1076 * Returns pointer to object if it succeded in the merge, otherwise NULL
1228 */ 1077 */
1229
1230object * 1078object *
1231merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1232{ 1080{
1233 if (!op->nrof) 1081 if (!op->nrof)
1234 return 0; 1082 return 0;
1235 1083
1236 if (top == NULL) 1084 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1238 1087
1239 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1240 { 1089 {
1241 if (top == op) 1090 if (top == op)
1242 continue; 1091 continue;
1243 if (CAN_MERGE (op, top)) 1092
1093 if (object::can_merge (op, top))
1244 { 1094 {
1245 top->nrof += op->nrof; 1095 top->nrof += op->nrof;
1246 1096
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1098 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1099 op->destroy ();
1250 free_object (op);
1251 return top; 1100 return top;
1252 } 1101 }
1253 } 1102 }
1254 1103
1255 return NULL; 1104 return 0;
1256} 1105}
1257 1106
1258/* 1107/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1261 */ 1110 */
1262object * 1111object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1113{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1115 {
1272 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1274 } 1118 }
1275 1119
1294 * Return value: 1138 * Return value:
1295 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1141 * just 'op' otherwise
1298 */ 1142 */
1299
1300object * 1143object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1145{
1303 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1304 sint16 x, y; 1147 sint16 x, y;
1305 1148
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1149 if (QUERY_FLAG (op, FLAG_FREED))
1307 { 1150 {
1308 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL; 1152 return NULL;
1310 } 1153 }
1311 1154
1312 if (m == NULL) 1155 if (!m)
1313 { 1156 {
1314 dump_object (op); 1157 char *dump = dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1316 return op; 1160 return op;
1317 } 1161 }
1318 1162
1319 if (out_of_map (m, op->x, op->y)) 1163 if (out_of_map (m, op->x, op->y))
1320 { 1164 {
1321 dump_object (op); 1165 char *dump = dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1323#ifdef MANY_CORES 1167#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1168 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1169 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1170 * improperly inserted.
1327 */ 1171 */
1328 abort (); 1172 abort ();
1329#endif 1173#endif
1174 free (dump);
1330 return op; 1175 return op;
1331 } 1176 }
1332 1177
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 { 1179 {
1335 dump_object (op); 1180 char *dump = dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1337 return op; 1183 return op;
1338 } 1184 }
1339 1185
1340 if (op->more != NULL) 1186 if (op->more)
1341 { 1187 {
1342 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1343 1189
1344 object *more = op->more; 1190 object *more = op->more;
1345 1191
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 { 1208 {
1363 if (!op->head) 1209 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1211
1366 return NULL; 1212 return 0;
1367 } 1213 }
1368 } 1214 }
1369 1215
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1217
1378 y = op->y; 1224 y = op->y;
1379 1225
1380 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1381 */ 1227 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1230 if (object::can_merge (op, tmp))
1385 { 1231 {
1386 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1233 tmp->destroy ();
1388 free_object (tmp);
1389 } 1234 }
1390 1235
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1238
1406 op->below = originator->below; 1251 op->below = originator->below;
1407 1252
1408 if (op->below) 1253 if (op->below)
1409 op->below->above = op; 1254 op->below->above = op;
1410 else 1255 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1256 op->ms ().bot = op;
1412 1257
1413 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1414 originator->below = op; 1259 originator->below = op;
1415 } 1260 }
1416 else 1261 else
1417 { 1262 {
1418 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 { 1265 {
1421 object *last = NULL; 1266 object *last = 0;
1422 1267
1423 /* 1268 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1434 */ 1279 */
1435
1436 while (top != NULL) 1280 while (top)
1437 { 1281 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1283 floor = top;
1440 1284
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1462 * If INS_ON_TOP is used, don't do this processing 1306 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1307 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1308 * stacking is a bit odd.
1465 */ 1309 */
1466 if (!(flag & INS_ON_TOP) && 1310 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 { 1312 {
1469 for (last = top; last != floor; last = last->below) 1313 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1315 break;
1472 /* Check to see if we found the object that blocks view, 1316 /* Check to see if we found the object that blocks view,
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495 1339
1496 if (op->above) 1340 if (op->above)
1497 op->above->below = op; 1341 op->above->below = op;
1498 1342
1499 op->below = NULL; 1343 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1501 } 1345 }
1502 else 1346 else
1503 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1504 op->above = top->above; 1348 op->above = top->above;
1505 1349
1508 1352
1509 op->below = top; 1353 op->below = top;
1510 top->above = op; 1354 top->above = op;
1511 } 1355 }
1512 1356
1513 if (op->above == NULL) 1357 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1358 op->ms ().top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1516 1360
1517 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1518 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1519 1367
1520 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1522 */ 1370 */
1523 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = op->ms ().player ())
1525 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1527 1375
1528 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient. 1383 * of effect may be sufficient.
1536 */ 1384 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1539 1387
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1542 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1543 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1545 * 1395 *
1546 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1399 * update_object().
1551 1401
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1404 {
1555 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1556 return NULL; 1406 return 0;
1557 1407
1558 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1409 * walk on's.
1560 */ 1410 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1563 return NULL; 1413 return 0;
1564 } 1414 }
1565 1415
1566 return op; 1416 return op;
1567} 1417}
1568 1418
1569/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1572 */ 1422 */
1573void 1423void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1425{
1576 object * 1426 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1427
1581 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1582 1429
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1432 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1433
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1435
1594 tmp1->x = op->x; 1436 tmp1->x = op->x;
1595 tmp1->y = op->y; 1437 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1597} 1445}
1598 1446
1599/* 1447/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1452 * global static errmsg array.
1605 */ 1453 */
1606
1607object * 1454object *
1608get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1609{ 1456{
1610 object * 1457 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1459
1615 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1616 { 1461 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1463 return NULL;
1619 } 1464 }
1620 1465
1621 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1622 1467
1623 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1624 { 1469 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1470 else if (!is_removed)
1630 { 1471 {
1631 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1653 1494
1654object * 1495object *
1655decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1656{ 1497{
1657 object *tmp; 1498 object *tmp;
1658 player *pl;
1659 1499
1660 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1501 return op;
1662 1502
1663 if (i > op->nrof) 1503 if (i > op->nrof)
1664 i = op->nrof; 1504 i = op->nrof;
1665 1505
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1507 op->nrof -= i;
1668 else if (op->env != NULL) 1508 else if (op->env)
1669 { 1509 {
1670 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1671 * therein? 1511 * therein?
1672 */ 1512 */
1673 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1518 * and then searching the map for a player.
1679 */ 1519 */
1680 if (!tmp) 1520 if (!tmp)
1681 { 1521 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1684 break; 1525 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1526 }
1690 1527
1691 if (i < op->nrof) 1528 if (i < op->nrof)
1692 { 1529 {
1693 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1531 op->nrof -= i;
1695 if (tmp) 1532 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1698 }
1699 } 1534 }
1700 else 1535 else
1701 { 1536 {
1702 remove_ob (op); 1537 op->remove ();
1703 op->nrof = 0; 1538 op->nrof = 0;
1704 if (tmp) 1539 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1541 }
1709 } 1542 }
1710 else 1543 else
1711 { 1544 {
1712 object *above = op->above; 1545 object *above = op->above;
1713 1546
1714 if (i < op->nrof) 1547 if (i < op->nrof)
1715 op->nrof -= i; 1548 op->nrof -= i;
1716 else 1549 else
1717 { 1550 {
1718 remove_ob (op); 1551 op->remove ();
1719 op->nrof = 0; 1552 op->nrof = 0;
1720 } 1553 }
1721 1554
1722 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1725 { 1558 {
1726 if (op->nrof) 1559 if (op->nrof)
1727 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1728 else 1561 else
1732 1565
1733 if (op->nrof) 1566 if (op->nrof)
1734 return op; 1567 return op;
1735 else 1568 else
1736 { 1569 {
1737 free_object (op); 1570 op->destroy ();
1738 return NULL; 1571 return 0;
1739 } 1572 }
1740} 1573}
1741 1574
1742/* 1575/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1755 op->carrying += weight; 1588 op->carrying += weight;
1756 op = op->env; 1589 op = op->env;
1757 } 1590 }
1758} 1591}
1759 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1760/* 1613/*
1761 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1762 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1763 * inside the object environment. 1616 * inside the object environment.
1764 * 1617 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1772 */ 1620 */
1773 1621
1774object * 1622object *
1775insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1776{ 1624{
1777 object * 1625 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1626
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1628 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1629
1801 if (op->more) 1630 if (op->more)
1802 { 1631 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1633 return op;
1806 1635
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1638 if (op->nrof)
1810 { 1639 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1813 { 1642 {
1814 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1644 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1819 */ 1648 */
1820 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1823 op = tmp; 1652 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1655 break;
1827 } 1656 }
1828 1657
1829 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1662 * the linking below
1834 */ 1663 */
1835 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1836 } 1665 }
1837 else 1666 else
1838 add_weight (where, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1839 1668
1840 otmp = is_player_inv (where); 1669 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1670 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1672 otmp->update_stats ();
1845 }
1846 1673
1847 op->map = NULL; 1674 op->map = 0;
1848 op->env = where; 1675 op->env = this;
1849 op->above = NULL; 1676 op->above = 0;
1850 op->below = NULL; 1677 op->below = 0;
1851 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1852 1679
1853 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1681 if ((op->glow_radius != 0) && map)
1855 { 1682 {
1856#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1686 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1687 update_all_los (map, x, y);
1861 } 1688 }
1862 1689
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1691 * It sure simplifies this function...
1865 */ 1692 */
1866 if (where->inv == NULL) 1693 if (!inv)
1867 where->inv = op; 1694 inv = op;
1868 else 1695 else
1869 { 1696 {
1870 op->below = where->inv; 1697 op->below = inv;
1871 op->below->above = op; 1698 op->below->above = op;
1872 where->inv = op; 1699 inv = op;
1873 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1874 return op; 1704 return op;
1875} 1705}
1876 1706
1877/* 1707/*
1878 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1892 * 1722 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1725 * on top.
1896 */ 1726 */
1897
1898int 1727int
1899check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1900{ 1729{
1901 object * 1730 object *tmp;
1902 tmp; 1731 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1909 1733
1910 MoveType 1734 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1735
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1737 return 0;
1917
1918 tag = op->count;
1919 1738
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1742
1939 1758
1940 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1942 */ 1761 */
1943 1762
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1945 { 1764 {
1946 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1767 * we don't need to check all of them.
1949 */ 1768 */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1805 {
1987 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
1988 1807
1989 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1990 return 1; 1809 return 1;
1991 1810
1992 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2004/* 1823/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2008 */ 1827 */
2009
2010object * 1828object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1830{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2017 { 1832 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1834 return NULL;
2020 } 1835 }
1836
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2022 if (tmp->arch == at) 1838 if (tmp->arch == at)
2023 return tmp; 1839 return tmp;
1840
2024 return NULL; 1841 return NULL;
2025} 1842}
2026 1843
2027/* 1844/*
2028 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2031 */ 1848 */
2032
2033object * 1849object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2035{ 1851{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2040 { 1853 {
2041 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1855 return NULL;
2043 } 1856 }
1857
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045 if (tmp->type == type) 1859 if (tmp->type == type)
2046 return tmp; 1860 return tmp;
1861
2047 return NULL; 1862 return NULL;
2048} 1863}
2049 1864
2050/* 1865/*
2051 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2054 */ 1869 */
2055
2056object * 1870object *
2057present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2058{ 1872{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1874 if (tmp->type == type)
2064 return tmp; 1875 return tmp;
1876
2065 return NULL; 1877 return NULL;
2066} 1878}
2067 1879
2068/* 1880/*
2069 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1892 * to be unique.
2081 */ 1893 */
2082
2083object * 1894object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1896{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1899 return tmp;
2093 } 1900
2094 return NULL; 1901 return 0;
2095} 1902}
2096 1903
2097/* 1904/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2101 */ 1908 */
2102
2103object * 1909object *
2104present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2105{ 1911{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1913 if (tmp->arch == at)
2111 return tmp; 1914 return tmp;
1915
2112 return NULL; 1916 return NULL;
2113} 1917}
2114 1918
2115/* 1919/*
2116 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2117 */ 1921 */
2118void 1922void
2119flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2120{ 1924{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1925 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1927 {
2127 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2129 } 1930 }
2130} /* 1931}
1932
1933/*
2131 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2132 */ 1935 */
2133void 1936void
2134unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2135{ 1938{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1939 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1941 {
2142 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2144 } 1944 }
2145} 1945}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2152 */ 1952 */
2153
2154void 1953void
2155set_cheat (object *op) 1954set_cheat (object *op)
2156{ 1955{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1979 * customized, changed states, etc.
2181 */ 1980 */
2182
2183int 1981int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1983{
2186 int
2187 i,
2188 index = 0, flag; 1984 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2191 1986
2192 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2193 { 1988 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 1990 if (!flag)
2196 altern[index++] = i; 1991 altern [index++] = i;
2197 1992
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2205 */ 2000 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 2002 stop = maxfree[i];
2208 } 2003 }
2004
2209 if (!index) 2005 if (!index)
2210 return -1; 2006 return -1;
2007
2211 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2212} 2009}
2213 2010
2214/* 2011/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2016 */
2220
2221int 2017int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2019{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2022 return i;
2231 } 2023
2232 return -1; 2024 return -1;
2233} 2025}
2234 2026
2235/* 2027/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2031 */
2239static void 2032static void
2240permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2241{ 2034{
2242 int 2035 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2036 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2037
2253 tmp = arr[i]; 2038 while (--end)
2254 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2040}
2258 2041
2259/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2048 */
2266void 2049void
2267get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2268{ 2051{
2269 int 2052 int i;
2270 i;
2271 2053
2272 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2055 search_arr[i] = i;
2275 }
2276 2056
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2060}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2072 * there is capable of.
2293 */ 2073 */
2294
2295int 2074int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2076{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2301 2078
2302 sint16 nx, ny; 2079 sint16 nx, ny;
2303 object * 2080 object *tmp;
2304 tmp; 2081 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2082
2308 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2309 2084
2310 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2311 { 2086 {
2323 mp = m; 2098 mp = m;
2324 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2326 2101
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2328 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2105 max = maxfree[i];
2331 }
2332 else 2106 else
2333 { 2107 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2335 2111
2336 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2113 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2341 { 2115 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2119 break;
2347 } 2120
2348 }
2349 if (tmp) 2121 if (tmp)
2350 {
2351 return freedir[i]; 2122 return freedir[i];
2352 }
2353 } 2123 }
2354 } 2124 }
2355 } 2125 }
2126
2356 return 0; 2127 return 0;
2357} 2128}
2358 2129
2359/* 2130/*
2360 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2132 * distance between the two given objects.
2362 */ 2133 */
2363
2364int 2134int
2365distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2366{ 2136{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2138}
2373 2139
2374/* 2140/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2378 */ 2144 */
2379
2380int 2145int
2381find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2382{ 2147{
2383 int 2148 int q;
2384 q;
2385 2149
2386 if (y) 2150 if (y)
2387 q = x * 100 / y; 2151 q = x * 100 / y;
2388 else if (x) 2152 else if (x)
2389 q = -300 * x; 2153 q = -300 * x;
2424int 2188int
2425absdir (int d) 2189absdir (int d)
2426{ 2190{
2427 while (d < 1) 2191 while (d < 1)
2428 d += 8; 2192 d += 8;
2193
2429 while (d > 8) 2194 while (d > 8)
2430 d -= 8; 2195 d -= 8;
2196
2431 return d; 2197 return d;
2432} 2198}
2433 2199
2434/* 2200/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2437 */ 2203 */
2438 2204
2439int 2205int
2440dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2441{ 2207{
2442 int 2208 int d;
2443 d;
2444 2209
2445 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2446 if (d > 4) 2211 if (d > 4)
2447 d = 8 - d; 2212 d = 8 - d;
2213
2448 return d; 2214 return d;
2449} 2215}
2450 2216
2451/* peterm: 2217/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2224 * functions.
2459 */ 2225 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2281 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2519 */ 2283 */
2520
2521
2522int 2284int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2286{
2525 sint16 dx, dy; 2287 sint16 dx, dy;
2526 int
2527 mflags; 2288 int mflags;
2528 2289
2529 if (dir < 0) 2290 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2531 2292
2532 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2545 return 0; 2306 return 0;
2546 2307
2547 /* yes, can see. */ 2308 /* yes, can see. */
2548 if (dir < 9) 2309 if (dir < 9)
2549 return 1; 2310 return 1;
2311
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2315}
2553
2554
2555 2316
2556/* 2317/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2334}
2574 2335
2575
2576/* 2336/*
2577 * create clone from object to another 2337 * create clone from object to another
2578 */ 2338 */
2579object * 2339object *
2580object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2581{ 2341{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2343
2585 if (!asrc) 2344 if (!asrc)
2586 return NULL; 2345 return 0;
2346
2587 src = asrc; 2347 src = asrc;
2588 if (src->head) 2348 if (src->head)
2589 src = src->head; 2349 src = src->head;
2590 2350
2591 prev = NULL; 2351 prev = 0;
2592 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2593 { 2353 {
2594 tmp = get_object (); 2354 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2355 tmp->x -= src->x;
2597 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2598 if (!part->head) 2358 if (!part->head)
2599 { 2359 {
2600 dst = tmp; 2360 dst = tmp;
2601 tmp->head = NULL; 2361 tmp->head = 0;
2602 } 2362 }
2603 else 2363 else
2604 {
2605 tmp->head = dst; 2364 tmp->head = dst;
2606 } 2365
2607 tmp->more = NULL; 2366 tmp->more = 0;
2367
2608 if (prev) 2368 if (prev)
2609 prev->more = tmp; 2369 prev->more = tmp;
2370
2610 prev = tmp; 2371 prev = tmp;
2611 } 2372 }
2612 2373
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2376
2619 return dst; 2377 return dst;
2620} 2378}
2621 2379
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2642
2643object * 2386object *
2644load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2645{ 2388{
2646 object * 2389 object *op;
2647 op;
2648 char
2649 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2650 2391
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652 2393
2653 FILE *
2654 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2655 2395
2656 if (tempfile == NULL) 2396 if (tempfile == NULL)
2657 { 2397 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL; 2399 return NULL;
2660 }; 2400 }
2401
2661 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2662 fclose (tempfile); 2403 fclose (tempfile);
2663 2404
2664 op = get_object (); 2405 op = object::create ();
2665 2406
2666 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2667 2408
2668 if (thawer) 2409 if (thawer)
2669 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2679 * returns NULL if no match. 2420 * returns NULL if no match.
2680 */ 2421 */
2681object * 2422object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2424{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2427 return tmp;
2690 2428
2691 return NULL; 2429 return 0;
2692} 2430}
2693 2431
2694/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2433 * otherwise return NULL.
2696 * 2434 *
2698 * do the desired thing. 2436 * do the desired thing.
2699 */ 2437 */
2700key_value * 2438key_value *
2701get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2702{ 2440{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2442 if (link->key == key)
2709 {
2710 return link; 2443 return link;
2711 }
2712 }
2713 2444
2714 return NULL; 2445 return 0;
2715} 2446}
2716 2447
2717/* 2448/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2450 *
2722 * The returned string is shared. 2453 * The returned string is shared.
2723 */ 2454 */
2724const char * 2455const char *
2725get_ob_key_value (const object *op, const char *const key) 2456get_ob_key_value (const object *op, const char *const key)
2726{ 2457{
2727 key_value * 2458 key_value *link;
2728 link; 2459 shstr_cmp canonical_key (key);
2729 const char *
2730 canonical_key;
2731 2460
2732 canonical_key = shstr::find (key);
2733
2734 if (canonical_key == NULL) 2461 if (!canonical_key)
2735 { 2462 {
2736 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2737 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2738 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2739 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2740 */ 2467 */
2741 return NULL; 2468 return 0;
2742 } 2469 }
2743 2470
2744 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2745 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2746 */ 2473 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2474 for (link = op->key_values; link; link = link->next)
2748 {
2749 if (link->key == canonical_key) 2475 if (link->key == canonical_key)
2750 {
2751 return link->value; 2476 return link->value;
2752 } 2477
2753 }
2754 return NULL; 2478 return 0;
2755} 2479}
2756 2480
2757 2481
2758/* 2482/*
2759 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2766 * Returns TRUE on success. 2490 * Returns TRUE on success.
2767 */ 2491 */
2768int 2492int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2494{
2771 key_value *
2772 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2773 2496
2774 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2775 { 2498 {
2776 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2777 { 2500 {
2805 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2806 2529
2807 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2808 2531
2809 if (!add_key) 2532 if (!add_key)
2810 {
2811 return FALSE; 2533 return FALSE;
2812 } 2534
2813 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2814 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2815 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2816 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2817 * should pass in "" 2539 * should pass in ""
2845 shstr key_ (key); 2567 shstr key_ (key);
2846 2568
2847 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2848} 2570}
2849 2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2850void 2579void
2851object::deep_iterator::next () 2580object::depth_iterator::next ()
2852{ 2581{
2853 if (item->inv)
2854 item = item->inv;
2855 else if (item->below) 2582 if (item->below)
2583 {
2856 item = item->below; 2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2857 else 2589 else
2858 item = item->env->below; 2590 item = item->env;
2859} 2591}
2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2620// return a suitable string describing an objetc in enough detail to find it
2621const char *
2622object::debug_desc (char *info) const
2623{
2624 char flagdesc[512];
2625 char info2[256 * 4];
2626 char *p = info;
2627
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2629 count, uuid.seq,
2630 &name,
2631 title ? "\",title:" : "",
2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2634
2635 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637
2638 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640
2641 return info;
2642}
2643
2644const char *
2645object::debug_desc () const
2646{
2647 static char info[256 * 3];
2648 return debug_desc (info);
2649}
2650

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