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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
41 43
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, 44short 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 45 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}; 46};
51int freedir[SIZEOFFREE] = { 53int 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, 54 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 55 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}; 56};
55 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
134
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 136static int
58compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
59{ 138{
60 key_value *wants_field; 139 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
65 */ 144 */
66 145
67 /* For each field in wants, */ 146 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 148 {
70 key_value *has_field; 149 key_value *has_field;
71 150
72 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
107 * 186 *
108 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
111 * 190 *
112 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
113 * 192 *
114 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
115 * check weight 194 * check weight
116 */ 195 */
117
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 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 227 || 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) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || 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)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
203 277
204 /* Note sure why the following is the case - either the object has to 278 /* 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 279 * be animated or have a very low speed. Is this an attempted monster
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 283 return 0;
210 284
211 switch (ob1->type) 285 switch (ob1->type)
212 { 286 {
213 case SCROLL: 287 case SCROLL:
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
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. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
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) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 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} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 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} 430}
458 431
459/* 432/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 434 * skill and experience objects.
494 } 467 }
495 468
496 op->key_values = 0; 469 op->key_values = 0;
497} 470}
498 471
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/* 472/*
552 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 478 * will point at garbage.
558 */ 479 */
559void 480void
560copy_object (object *op2, object *op) 481object::copy_to (object *dst)
561{ 482{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 485
565 op2->clone (op); 486 *(object_copy *)dst = *this;
566 487
567 if (is_freed) 488 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
569 if (is_removed) 491 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
571 493
572 if (op2->speed < 0) 494 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 496
575 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
576 if (op2->key_values) 498 if (key_values)
577 { 499 {
578 key_value *tail = 0; 500 key_value *tail = 0;
579 key_value *i; 501 key_value *i;
580 502
581 op->key_values = 0; 503 dst->key_values = 0;
582 504
583 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
584 { 506 {
585 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
586 508
587 new_link->next = 0; 509 new_link->next = 0;
588 new_link->key = i->key; 510 new_link->key = i->key;
589 new_link->value = i->value; 511 new_link->value = i->value;
590 512
591 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
592 if (!op->key_values) 514 if (!dst->key_values)
593 { 515 {
594 op->key_values = new_link; 516 dst->key_values = new_link;
595 tail = new_link; 517 tail = new_link;
596 } 518 }
597 else 519 else
598 { 520 {
599 tail->next = new_link; 521 tail->next = new_link;
600 tail = new_link; 522 tail = new_link;
601 } 523 }
602 } 524 }
603 } 525 }
604 526
605 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
606} 536}
607 537
608/* 538/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
612 */ 542 */
613
614void 543void
615update_turn_face (object *op) 544update_turn_face (object *op)
616{ 545{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 547 return;
548
619 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
621} 551}
622 552
623/* 553/*
624 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
627 */ 557 */
628
629void 558void
630update_ob_speed (object *op) 559object::set_speed (float speed)
631{ 560{
632 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
633
634 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated.
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 562 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 564 speed = 0;
645#endif
646 }
647 if (arch_init)
648 { 565 }
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656 566
657 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
658 * of the list. */ 568
659 op->active_next = active_objects; 569 if (has_active_speed ())
660 if (op->active_next != NULL) 570 activate ();
661 op->active_next->active_prev = op;
662 active_objects = op;
663 }
664 else 571 else
665 { 572 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 573}
686 574
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 575/*
719 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 579 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
726 * 583 *
727 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 585 * current action are:
733 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
738 */ 591 */
739
740void 592void
741update_object (object *op, int action) 593update_object (object *op, int action)
742{ 594{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
745 596
746 if (op == NULL) 597 if (op == NULL)
747 { 598 {
748 /* this should never happen */ 599 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 601 return;
751 } 602 }
752 603
753 if (op->env != NULL) 604 if (op->env)
754 { 605 {
755 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
756 * to do in this case. 607 * to do in this case.
757 */ 608 */
758 return; 609 return;
763 */ 614 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 616 return;
766 617
767 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 620 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 622#ifdef MANY_CORES
772 abort (); 623 abort ();
773#endif 624#endif
774 return; 625 return;
775 } 626 }
776 627
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
784 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
785 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 645 * to have move_allow right now.
809 */ 646 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 649 m.flags_ = 0;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 650 }
816 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 653 * that is being removed.
819 */ 654 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 656 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
824 else 659 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 661
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 662 if (op->more)
834 update_object (op->more, action); 663 update_object (op->more, action);
835} 664}
836 665
837static unordered_vector<object *> mortals; 666object *object::first;
838static std::vector<object *> freed;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854}
855 667
856object::object () 668object::object ()
857{ 669{
858 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
859 671
860 expmul = 1.0; 672 expmul = 1.0;
861 face = blank_face; 673 face = blank_face;
862 attacked_by_count = -1;
863} 674}
864 675
865object::~object () 676object::~object ()
866{ 677{
867 free_key_values (this); 678 free_key_values (this);
868} 679}
869 680
870void object::link () 681void object::link ()
871{ 682{
872 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
873 685
874 prev = 0; 686 prev = 0;
875 next = objects; 687 next = object::first;
876 688
877 if (objects) 689 if (object::first)
878 objects->prev = this; 690 object::first->prev = this;
879 691
880 objects = this; 692 object::first = this;
881} 693}
882 694
883void object::unlink () 695void object::unlink ()
884{ 696{
885 count = 0; 697 if (this == object::first)
698 object::first = next;
886 699
887 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
891 prev = 0; 704 prev = 0;
892 }
893
894 if (next)
895 {
896 next->prev = prev;
897 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
898 } 722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
899 726
900 if (this == objects) 727 if (active_next)
901 objects = next; 728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
902} 840}
903 841
904object *object::create () 842object *object::create ()
905{ 843{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 844 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 845 op->link ();
921 return op; 846 return op;
922} 847}
923 848
924/* 849void
925 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 851{
936 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
937 return; 862 return;
938 863
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 864 set_speed (0);
940 remove_ob (this);
941 865
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 866 flag [FLAG_FREED] = 1;
943 remove_friendly_object (this);
944 867
945 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
946 895
947 if (more) 896 if (more)
948 { 897 {
949 more->free (free_inventory); 898 more->destroy ();
950 more = 0; 899 more = 0;
951 } 900 }
952 901
953 if (inv) 902 // clear those pointers that likely might have circular references to us
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0; 903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
996 906
997 /* Remove object from the active list */ 907 // only relevant for players(?), but make sure of it anyways
998 speed = 0; 908 contr = 0;
999 update_ob_speed (this); 909}
1000 910
1001 unlink (); 911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
915 return;
1002 916
1003 mortals.push_back (this); 917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1004} 921}
1005 922
1006/* 923/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1009 */ 926 */
1010
1011void 927void
1012sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1013{ 929{
1014 while (op != NULL) 930 while (op != NULL)
1015 { 931 {
1016 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 934
1020 op->carrying -= weight; 935 op->carrying -= weight;
1021 op = op->env; 936 op = op->env;
1022 } 937 }
1023} 938}
1024 939
1025/* remove_ob(op): 940/* op->remove ():
1026 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 945 * the previous environment.
1031 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1032 */ 947 */
1033
1034void 948void
1035remove_ob (object *op) 949object::remove ()
1036{ 950{
951 object *tmp, *last = 0;
1037 object * 952 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 953
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 955 return;
1056 956
1057 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1058 959
1059 if (op->more != NULL) 960 if (more)
1060 remove_ob (op->more); 961 more->remove ();
1061 962
1062 /* 963 /*
1063 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1064 * inventory. 965 * inventory.
1065 */ 966 */
1066 if (op->env != NULL) 967 if (env)
1067 { 968 {
1068 if (op->nrof) 969 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1070 else 971 else
1071 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1072 973
1073 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 976 * to save cpu time.
1076 */ 977 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 979 otmp->update_stats ();
1079 980
1080 if (op->above != NULL) 981 if (above)
1081 op->above->below = op->below; 982 above->below = below;
1082 else 983 else
1083 op->env->inv = op->below; 984 env->inv = below;
1084 985
1085 if (op->below != NULL) 986 if (below)
1086 op->below->above = op->above; 987 below->above = above;
1087 988
1088 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1091 */ 992 */
1092 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1093 op->map = op->env->map; 994 map = env->map;
1094 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1095 op->env = NULL; 996 env = 0;
1096 } 997 }
1097 else if (op->map) 998 else if (map)
1098 { 999 {
1099 x = op->x; 1000 if (type == PLAYER)
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */
1111 abort ();
1112 } 1001 {
1113 1002 --map->players;
1114 if (op->map != m) 1003 map->touch ();
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */ 1004 }
1005
1006 map->dirty = true;
1121 1007
1122 /* link the object above us */ 1008 /* link the object above us */
1123 if (op->above) 1009 if (above)
1124 op->above->below = op->below; 1010 above->below = below;
1125 else 1011 else
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1127 1013
1128 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1129 if (op->below) 1015 if (below)
1130 op->below->above = op->above; 1016 below->above = above;
1131 else 1017 else
1132 { 1018 {
1133 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1135 * evident 1021 * evident
1136 */ 1022 */
1137 if (GET_MAP_OB (m, x, y) != op) 1023 if (GET_MAP_OB (map, x, y) != this)
1138 { 1024 {
1139 dump_object (op); 1025 char *dump = dump_object (this);
1140 LOG (llevError, 1026 LOG (llevError,
1141 "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); 1027 "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);
1028 free (dump);
1142 dump_object (GET_MAP_OB (m, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1143 LOG (llevError, "%s\n", errmsg); 1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1144 } 1032 }
1145 1033
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1147 } 1035 }
1148 1036
1149 op->above = 0; 1037 above = 0;
1150 op->below = 0; 1038 below = 0;
1151 1039
1152 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1153 return; 1041 return;
1154 1042
1155 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 1044
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1159 { 1046 {
1160 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1161 * being removed. 1048 * being removed.
1162 */ 1049 */
1163 1050
1164 if (tmp->type == PLAYER && tmp != op) 1051 if (tmp->type == PLAYER && tmp != this)
1165 { 1052 {
1166 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1168 * appropriately. 1055 * appropriately.
1169 */ 1056 */
1170 if (tmp->container == op) 1057 if (tmp->container == this)
1171 { 1058 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1060 tmp->container = 0;
1174 } 1061 }
1175 1062
1176 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1177 } 1065 }
1178 1066
1179 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1071 {
1182 move_apply (tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1183 1073
1184 if (was_destroyed (op, tag)) 1074 if (destroyed ())
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1187 }
1188 } 1076 }
1189 1077
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1192 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1193 tmp->above = NULL; 1081 tmp->above = 0;
1194 1082
1195 last = tmp; 1083 last = tmp;
1196 } 1084 }
1197 1085
1198 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1199 if (last == NULL) 1088 if (!last)
1200 { 1089 map->at (x, y).flags_ = 0;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1090 else
1210 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1211 1092
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1214 } 1095 }
1215} 1096}
1216 1097
1217/* 1098/*
1218 * merge_ob(op,top): 1099 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1102 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1105 */
1225
1226object * 1106object *
1227merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1228{ 1108{
1229 if (!op->nrof) 1109 if (!op->nrof)
1230 return 0; 1110 return 0;
1231 1111
1232 if (top == NULL) 1112 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1234 1115
1235 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1236 { 1117 {
1237 if (top == op) 1118 if (top == op)
1238 continue; 1119 continue;
1239 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1240 { 1122 {
1241 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1242 1124
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1127 op->destroy ();
1246 free_object (op);
1247 return top; 1128 return top;
1248 } 1129 }
1249 } 1130 }
1250 1131
1251 return NULL; 1132 return 0;
1252} 1133}
1253 1134
1254/* 1135/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1256 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1257 */ 1138 */
1258object * 1139object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1141{
1261 object *tmp;
1262
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1143 {
1268 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1269 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1270 } 1146 }
1271 1147
1290 * Return value: 1166 * Return value:
1291 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1169 * just 'op' otherwise
1294 */ 1170 */
1295
1296object * 1171object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1173{
1299 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1300 sint16 x, y; 1175 sint16 x, y;
1301 1176
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1303 { 1178 {
1304 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1305 return NULL; 1180 return NULL;
1306 } 1181 }
1307 1182
1308 if (m == NULL) 1183 if (!m)
1309 { 1184 {
1310 dump_object (op); 1185 char *dump = dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1312 return op; 1188 return op;
1313 } 1189 }
1314 1190
1315 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1316 { 1192 {
1317 dump_object (op); 1193 char *dump = dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1319#ifdef MANY_CORES 1195#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted. 1198 * improperly inserted.
1323 */ 1199 */
1324 abort (); 1200 abort ();
1325#endif 1201#endif
1202 free (dump);
1326 return op; 1203 return op;
1327 } 1204 }
1328 1205
1329 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 { 1207 {
1331 dump_object (op); 1208 char *dump = dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1333 return op; 1211 return op;
1334 } 1212 }
1335 1213
1336 if (op->more != NULL) 1214 if (op->more)
1337 { 1215 {
1338 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1339 1217
1340 object *more = op->more; 1218 object *more = op->more;
1341 1219
1342 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1343 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1344 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1345 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1346 */ 1224 */
1347 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 else if (!more->map) 1227 else if (!more->map)
1350 { 1228 {
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 { 1236 {
1359 if (!op->head) 1237 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361 1239
1362 return NULL; 1240 return 0;
1363 } 1241 }
1364 } 1242 }
1365 1243
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1245
1374 y = op->y; 1252 y = op->y;
1375 1253
1376 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1377 */ 1255 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1381 { 1259 {
1382 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1261 tmp->destroy ();
1384 free_object (tmp);
1385 } 1262 }
1386 1263
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1266
1402 op->below = originator->below; 1279 op->below = originator->below;
1403 1280
1404 if (op->below) 1281 if (op->below)
1405 op->below->above = op; 1282 op->below->above = op;
1406 else 1283 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1408 1285
1409 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1410 originator->below = op; 1287 originator->below = op;
1411 } 1288 }
1412 else 1289 else
1413 { 1290 {
1414 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1415 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1416 { 1293 {
1417 object *last = NULL; 1294 object *last = 0;
1418 1295
1419 /* 1296 /*
1420 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1421 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1426 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1430 */ 1307 */
1431
1432 while (top != NULL) 1308 while (top)
1433 { 1309 {
1434 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1435 floor = top; 1311 floor = top;
1436 1312
1437 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1458 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1336 * stacking is a bit odd.
1461 */ 1337 */
1462 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1464 { 1340 {
1465 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1343 break;
1468 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1490 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1491 1367
1492 if (op->above) 1368 if (op->above)
1493 op->above->below = op; 1369 op->above->below = op;
1494 1370
1495 op->below = NULL; 1371 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1497 } 1373 }
1498 else 1374 else
1499 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1500 op->above = top->above; 1376 op->above = top->above;
1501 1377
1504 1380
1505 op->below = top; 1381 op->below = top;
1506 top->above = op; 1382 top->above = op;
1507 } 1383 }
1508 1384
1509 if (op->above == NULL) 1385 if (!op->above)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1512 1388
1513 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1514 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1515 1397
1516 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1517 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1518 */ 1400 */
1519 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1521 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1523 1405
1524 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1531 * of effect may be sufficient. 1413 * of effect may be sufficient.
1532 */ 1414 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1535 1417
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1538 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1539 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1541 * 1425 *
1542 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1429 * update_object().
1547 1431
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1550 { 1434 {
1551 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1552 return NULL; 1436 return 0;
1553 1437
1554 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1439 * walk on's.
1556 */ 1440 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1559 return NULL; 1443 return 0;
1560 } 1444 }
1561 1445
1562 return op; 1446 return op;
1563} 1447}
1564 1448
1565/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1568 */ 1452 */
1569void 1453void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1455{
1572 object * 1456 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1457
1577 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1578 1459
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 { 1462 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1463
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1465
1590 tmp1->x = op->x; 1466 tmp1->x = op->x;
1591 tmp1->y = op->y; 1467 tmp1->y = op->y;
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1593} 1475}
1594 1476
1595/* 1477/*
1596 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1598 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1599 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array. 1482 * global static errmsg array.
1601 */ 1483 */
1602
1603object * 1484object *
1604get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1605{ 1486{
1606 object * 1487 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1489
1611 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1612 { 1491 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL; 1493 return NULL;
1615 } 1494 }
1616 1495
1617 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1618 1497
1619 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1620 { 1499 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1500 else if (!is_removed)
1626 { 1501 {
1627 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1649 1524
1650object * 1525object *
1651decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1652{ 1527{
1653 object *tmp; 1528 object *tmp;
1654 player *pl;
1655 1529
1656 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1531 return op;
1658 1532
1659 if (i > op->nrof) 1533 if (i > op->nrof)
1660 i = op->nrof; 1534 i = op->nrof;
1661 1535
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1537 op->nrof -= i;
1664 else if (op->env != NULL) 1538 else if (op->env)
1665 { 1539 {
1666 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1667 * therein? 1541 * therein?
1668 */ 1542 */
1669 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1548 * and then searching the map for a player.
1675 */ 1549 */
1676 if (!tmp) 1550 if (!tmp)
1677 { 1551 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1680 break; 1555 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1556 }
1686 1557
1687 if (i < op->nrof) 1558 if (i < op->nrof)
1688 { 1559 {
1689 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1561 op->nrof -= i;
1691 if (tmp) 1562 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1694 }
1695 } 1564 }
1696 else 1565 else
1697 { 1566 {
1698 remove_ob (op); 1567 op->remove ();
1699 op->nrof = 0; 1568 op->nrof = 0;
1700 if (tmp) 1569 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1571 }
1705 } 1572 }
1706 else 1573 else
1707 { 1574 {
1708 object *above = op->above; 1575 object *above = op->above;
1709 1576
1710 if (i < op->nrof) 1577 if (i < op->nrof)
1711 op->nrof -= i; 1578 op->nrof -= i;
1712 else 1579 else
1713 { 1580 {
1714 remove_ob (op); 1581 op->remove ();
1715 op->nrof = 0; 1582 op->nrof = 0;
1716 } 1583 }
1717 1584
1718 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1721 { 1588 {
1722 if (op->nrof) 1589 if (op->nrof)
1723 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1724 else 1591 else
1728 1595
1729 if (op->nrof) 1596 if (op->nrof)
1730 return op; 1597 return op;
1731 else 1598 else
1732 { 1599 {
1733 free_object (op); 1600 op->destroy ();
1734 return NULL; 1601 return 0;
1735 } 1602 }
1736} 1603}
1737 1604
1738/* 1605/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1751 op->carrying += weight; 1618 op->carrying += weight;
1752 op = op->env; 1619 op = op->env;
1753 } 1620 }
1754} 1621}
1755 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1756/* 1643/*
1757 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1758 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1759 * inside the object environment. 1646 * inside the object environment.
1760 * 1647 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1768 */ 1650 */
1769 1651
1770object * 1652object *
1771insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1772{ 1654{
1773 object * 1655 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1656
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1658 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1659
1797 if (op->more) 1660 if (op->more)
1798 { 1661 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1663 return op;
1802 1665
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1668 if (op->nrof)
1806 { 1669 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1809 { 1672 {
1810 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1674 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1815 */ 1678 */
1816 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1819 op = tmp; 1682 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1685 break;
1823 } 1686 }
1824 1687
1825 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1692 * the linking below
1830 */ 1693 */
1831 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1832 } 1695 }
1833 else 1696 else
1834 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1835 1698
1836 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1702 otmp->update_stats ();
1841 }
1842 1703
1843 op->map = NULL; 1704 op->map = 0;
1844 op->env = where; 1705 op->env = this;
1845 op->above = NULL; 1706 op->above = 0;
1846 op->below = NULL; 1707 op->below = 0;
1847 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1848 1709
1849 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1851 { 1712 {
1852#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1857 } 1718 }
1858 1719
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1860 * It sure simplifies this function... 1721 * It sure simplifies this function...
1861 */ 1722 */
1862 if (where->inv == NULL) 1723 if (!inv)
1863 where->inv = op; 1724 inv = op;
1864 else 1725 else
1865 { 1726 {
1866 op->below = where->inv; 1727 op->below = inv;
1867 op->below->above = op; 1728 op->below->above = op;
1868 where->inv = op; 1729 inv = op;
1869 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1870 return op; 1734 return op;
1871} 1735}
1872 1736
1873/* 1737/*
1874 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1888 * 1752 *
1889 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1890 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1891 * on top. 1755 * on top.
1892 */ 1756 */
1893
1894int 1757int
1895check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1896{ 1759{
1897 object * 1760 object *tmp;
1898 tmp; 1761 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1905 1763
1906 MoveType 1764 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1765
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1767 return 0;
1913
1914 tag = op->count;
1915 1768
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1772
1935 1788
1936 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1938 */ 1791 */
1939 1792
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1941 { 1794 {
1942 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1797 * we don't need to check all of them.
1945 */ 1798 */
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1835 {
1983 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
1984 1837
1985 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1986 return 1; 1839 return 1;
1987 1840
1988 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2000/* 1853/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2004 */ 1857 */
2005
2006object * 1858object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1860{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2013 { 1862 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1864 return NULL;
2016 } 1865 }
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2018 if (tmp->arch == at) 1868 if (tmp->arch == at)
2019 return tmp; 1869 return tmp;
1870
2020 return NULL; 1871 return NULL;
2021} 1872}
2022 1873
2023/* 1874/*
2024 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2027 */ 1878 */
2028
2029object * 1879object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2031{ 1881{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2036 { 1883 {
2037 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1885 return NULL;
2039 } 1886 }
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2041 if (tmp->type == type) 1889 if (tmp->type == type)
2042 return tmp; 1890 return tmp;
1891
2043 return NULL; 1892 return NULL;
2044} 1893}
2045 1894
2046/* 1895/*
2047 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2050 */ 1899 */
2051
2052object * 1900object *
2053present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2054{ 1902{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1904 if (tmp->type == type)
2060 return tmp; 1905 return tmp;
1906
2061 return NULL; 1907 return NULL;
2062} 1908}
2063 1909
2064/* 1910/*
2065 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1922 * to be unique.
2077 */ 1923 */
2078
2079object * 1924object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1926{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1929 return tmp;
2089 } 1930
2090 return NULL; 1931 return 0;
2091} 1932}
2092 1933
2093/* 1934/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2097 */ 1938 */
2098
2099object * 1939object *
2100present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2101{ 1941{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1943 if (tmp->arch == at)
2107 return tmp; 1944 return tmp;
1945
2108 return NULL; 1946 return NULL;
2109} 1947}
2110 1948
2111/* 1949/*
2112 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2113 */ 1951 */
2114void 1952void
2115flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2116{ 1954{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1955 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1957 {
2123 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2125 } 1960 }
2126} /* 1961}
1962
1963/*
2127 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2128 */ 1965 */
2129void 1966void
2130unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2131{ 1968{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1969 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1971 {
2138 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2140 } 1974 }
2141} 1975}
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2148 */ 1982 */
2149
2150void 1983void
2151set_cheat (object *op) 1984set_cheat (object *op)
2152{ 1985{
2153 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 2009 * customized, changed states, etc.
2177 */ 2010 */
2178
2179int 2011int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 2013{
2182 int
2183 i,
2184 index = 0, flag; 2014 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2187 2016
2188 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2189 { 2018 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191 if (!flag) 2020 if (!flag)
2192 altern[index++] = i; 2021 altern [index++] = i;
2193 2022
2194 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2201 */ 2030 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 2032 stop = maxfree[i];
2204 } 2033 }
2034
2205 if (!index) 2035 if (!index)
2206 return -1; 2036 return -1;
2037
2207 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2208} 2039}
2209 2040
2210/* 2041/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 2046 */
2216
2217int 2047int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2049{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2052 return i;
2227 } 2053
2228 return -1; 2054 return -1;
2229} 2055}
2230 2056
2231/* 2057/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2061 */
2235static void 2062static void
2236permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2237{ 2064{
2238 int 2065 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2066 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2067
2249 tmp = arr[i]; 2068 while (--end)
2250 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2070}
2254 2071
2255/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2078 */
2262void 2079void
2263get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2264{ 2081{
2265 int 2082 int i;
2266 i;
2267 2083
2268 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2085 search_arr[i] = i;
2271 }
2272 2086
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2090}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2102 * there is capable of.
2289 */ 2103 */
2290
2291int 2104int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2106{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2297 2108
2298 sint16 nx, ny; 2109 sint16 nx, ny;
2299 object * 2110 object *tmp;
2300 tmp; 2111 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2112
2304 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2305 2114
2306 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2307 { 2116 {
2319 mp = m; 2128 mp = m;
2320 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2322 2131
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2324 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2135 max = maxfree[i];
2327 }
2328 else 2136 else
2329 { 2137 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2331 2141
2332 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2143 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2337 { 2145 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break; 2149 break;
2343 } 2150
2344 }
2345 if (tmp) 2151 if (tmp)
2346 {
2347 return freedir[i]; 2152 return freedir[i];
2348 }
2349 } 2153 }
2350 } 2154 }
2351 } 2155 }
2156
2352 return 0; 2157 return 0;
2353} 2158}
2354 2159
2355/* 2160/*
2356 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2162 * distance between the two given objects.
2358 */ 2163 */
2359
2360int 2164int
2361distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2362{ 2166{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2168}
2369 2169
2370/* 2170/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2374 */ 2174 */
2375
2376int 2175int
2377find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2378{ 2177{
2379 int 2178 int q;
2380 q;
2381 2179
2382 if (y) 2180 if (y)
2383 q = x * 100 / y; 2181 q = x * 100 / y;
2384 else if (x) 2182 else if (x)
2385 q = -300 * x; 2183 q = -300 * x;
2420int 2218int
2421absdir (int d) 2219absdir (int d)
2422{ 2220{
2423 while (d < 1) 2221 while (d < 1)
2424 d += 8; 2222 d += 8;
2223
2425 while (d > 8) 2224 while (d > 8)
2426 d -= 8; 2225 d -= 8;
2226
2427 return d; 2227 return d;
2428} 2228}
2429 2229
2430/* 2230/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2433 */ 2233 */
2434 2234
2435int 2235int
2436dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2437{ 2237{
2438 int 2238 int d;
2439 d;
2440 2239
2441 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2442 if (d > 4) 2241 if (d > 4)
2443 d = 8 - d; 2242 d = 8 - d;
2243
2444 return d; 2244 return d;
2445} 2245}
2446 2246
2447/* peterm: 2247/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2254 * functions.
2455 */ 2255 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2311 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2515 */ 2313 */
2516
2517
2518int 2314int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2316{
2521 sint16 dx, dy; 2317 sint16 dx, dy;
2522 int
2523 mflags; 2318 int mflags;
2524 2319
2525 if (dir < 0) 2320 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2527 2322
2528 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2541 return 0; 2336 return 0;
2542 2337
2543 /* yes, can see. */ 2338 /* yes, can see. */
2544 if (dir < 9) 2339 if (dir < 9)
2545 return 1; 2340 return 1;
2341
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2345}
2549
2550
2551 2346
2552/* 2347/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2364}
2570 2365
2571
2572/* 2366/*
2573 * create clone from object to another 2367 * create clone from object to another
2574 */ 2368 */
2575object * 2369object *
2576object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2577{ 2371{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2580 2373
2581 if (!asrc) 2374 if (!asrc)
2582 return NULL; 2375 return 0;
2376
2583 src = asrc; 2377 src = asrc;
2584 if (src->head) 2378 if (src->head)
2585 src = src->head; 2379 src = src->head;
2586 2380
2587 prev = NULL; 2381 prev = 0;
2588 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2589 { 2383 {
2590 tmp = get_object (); 2384 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2385 tmp->x -= src->x;
2593 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2594 if (!part->head) 2388 if (!part->head)
2595 { 2389 {
2596 dst = tmp; 2390 dst = tmp;
2597 tmp->head = NULL; 2391 tmp->head = 0;
2598 } 2392 }
2599 else 2393 else
2600 {
2601 tmp->head = dst; 2394 tmp->head = dst;
2602 } 2395
2603 tmp->more = NULL; 2396 tmp->more = 0;
2397
2604 if (prev) 2398 if (prev)
2605 prev->more = tmp; 2399 prev->more = tmp;
2400
2606 prev = tmp; 2401 prev = tmp;
2607 } 2402 }
2608 2403
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2406
2615 return dst; 2407 return dst;
2616} 2408}
2617 2409
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2638
2639object * 2416object *
2640load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2641{ 2418{
2642 object * 2419 object *op;
2643 op;
2644 char
2645 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2646 2421
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648 2423
2649 FILE *
2650 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2651 2425
2652 if (tempfile == NULL) 2426 if (tempfile == NULL)
2653 { 2427 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL; 2429 return NULL;
2656 }; 2430 }
2431
2657 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2658 fclose (tempfile); 2433 fclose (tempfile);
2659 2434
2660 op = get_object (); 2435 op = object::create ();
2661 2436
2662 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2663 2438
2664 if (thawer) 2439 if (thawer)
2665 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2675 * returns NULL if no match. 2450 * returns NULL if no match.
2676 */ 2451 */
2677object * 2452object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2454{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2457 return tmp;
2686 2458
2687 return NULL; 2459 return 0;
2688} 2460}
2689 2461
2690/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2691 * otherwise return NULL. 2463 * otherwise return NULL.
2692 * 2464 *
2694 * do the desired thing. 2466 * do the desired thing.
2695 */ 2467 */
2696key_value * 2468key_value *
2697get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2698{ 2470{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2472 if (link->key == key)
2705 {
2706 return link; 2473 return link;
2707 }
2708 }
2709 2474
2710 return NULL; 2475 return 0;
2711} 2476}
2712 2477
2713/* 2478/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2480 *
2718 * The returned string is shared. 2483 * The returned string is shared.
2719 */ 2484 */
2720const char * 2485const char *
2721get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2722{ 2487{
2723 key_value * 2488 key_value *link;
2724 link; 2489 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2490
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2491 if (!canonical_key)
2731 { 2492 {
2732 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2497 */
2737 return NULL; 2498 return 0;
2738 } 2499 }
2739 2500
2740 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2742 */ 2503 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2746 {
2747 return link->value; 2506 return link->value;
2748 } 2507
2749 }
2750 return NULL; 2508 return 0;
2751} 2509}
2752 2510
2753 2511
2754/* 2512/*
2755 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2762 * Returns TRUE on success. 2520 * Returns TRUE on success.
2763 */ 2521 */
2764int 2522int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2524{
2767 key_value *
2768 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2769 2526
2770 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2528 {
2772 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2773 { 2530 {
2801 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2802 2559
2803 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2804 2561
2805 if (!add_key) 2562 if (!add_key)
2806 {
2807 return FALSE; 2563 return FALSE;
2808 } 2564
2809 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2813 * should pass in "" 2569 * should pass in ""
2840{ 2596{
2841 shstr key_ (key); 2597 shstr key_ (key);
2842 2598
2843 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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