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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 208 * used to store nrof).
130 */ 209 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
203 276
204 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
206 * check? 279 * check?
207 */ 280 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 282 return 0;
210 283
211 switch (ob1->type) 284 switch (ob1->type)
212 { 285 {
213 case SCROLL: 286 case SCROLL:
255 { 328 {
256 if (inv->inv) 329 if (inv->inv)
257 sum_weight (inv); 330 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 332 }
333
260 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
262 if (op->carrying != sum) 337 if (op->carrying != sum)
263 op->carrying = sum; 338 op->carrying = sum;
339
264 return sum; 340 return sum;
265} 341}
266 342
267/** 343/**
268 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
275 op = op->env; 351 op = op->env;
276 return op; 352 return op;
277} 353}
278 354
279/* 355/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 357 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
298 */ 359 */
299 360
300void 361char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 362dump_object (object *op)
356{ 363{
357 if (op == NULL) 364 if (!op)
358 { 365 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 366
366void 367 object_freezer freezer;
367dump_all_objects (void) 368 save_object (freezer, op, 1);
368{ 369 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 370}
377 371
378/* 372/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
400 */ 394 */
401 395
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break; 401 return op;
402
410 return op; 403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 */ 410 */
418 411
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628void 557void
629update_ob_speed (object *op) 558object::set_speed (float speed)
630{ 559{
631 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 561 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 563 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 564 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 565
656 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 567
660 if (op->active_next != NULL) 568 if (has_active_speed ())
661 op->active_next->active_prev = op; 569 activate (false);
662
663 active_objects = op;
664 }
665 else 570 else
666 { 571 deactivate (false);
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 572}
690 573
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 574/*
723 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 578 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
730 * 582 *
731 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 584 * current action are:
737 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
742 */ 590 */
743
744void 591void
745update_object (object *op, int action) 592update_object (object *op, int action)
746{ 593{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
749 595
750 if (op == NULL) 596 if (op == NULL)
751 { 597 {
752 /* this should never happen */ 598 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 600 return;
755 } 601 }
756 602
757 if (op->env != NULL) 603 if (op->env)
758 { 604 {
759 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
760 * to do in this case. 606 * to do in this case.
761 */ 607 */
762 return; 608 return;
767 */ 613 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 615 return;
770 616
771 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 619 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 621#ifdef MANY_CORES
776 abort (); 622 abort ();
777#endif 623#endif
778 return; 624 return;
779 } 625 }
780 626
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
788 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
789 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 648 m.flags_ = P_NEED_UPDATE;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 649 }
820 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 652 * that is being removed.
823 */ 653 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
826 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
828 else 658 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 660
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 661 if (op->more)
838 update_object (op->more, action); 662 update_object (op->more, action);
839} 663}
840 664
841static unordered_vector<object *> mortals; 665object::vector object::objects; // not yet used
842static std::vector<object *> freed; 666object *object::first;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859 667
860object::object () 668object::object ()
861{ 669{
862 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
863 671
864 expmul = 1.0; 672 expmul = 1.0;
865 face = blank_face; 673 face = blank_face;
866 attacked_by_count = -1;
867} 674}
868 675
869object::~object () 676object::~object ()
870{ 677{
871 free_key_values (this); 678 free_key_values (this);
872} 679}
873 680
874void object::link () 681void object::link ()
875{ 682{
876 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
877 685
878 prev = 0; 686 prev = 0;
879 next = objects; 687 next = object::first;
880 688
881 if (objects) 689 if (object::first)
882 objects->prev = this; 690 object::first->prev = this;
883 691
884 objects = this; 692 object::first = this;
885} 693}
886 694
887void object::unlink () 695void object::unlink ()
888{ 696{
889 count = 0; 697 if (this == object::first)
698 object::first = next;
890 699
891 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
895 prev = 0; 704 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0; 705 next = 0;
706}
707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
902 } 712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
903 716
904 if (this == objects) 717 /* process_events() expects us to insert the object at the beginning
905 objects = next; 718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
906} 814}
907 815
908object *object::create () 816object *object::create ()
909{ 817{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 818 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 819 op->link ();
924 return op; 820 return op;
925} 821}
926 822
927/* 823void
928 * free_object() frees everything allocated by an object, removes 824object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 825{
939 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
940 return; 836 return;
941 837
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 838 set_speed (0);
943 remove_friendly_object (this);
944 839
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 840 flag [FLAG_FREED] = 1;
946 remove_ob (this);
947 841
948 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
949 868
950 if (more) 869 if (more)
951 { 870 {
952 more->free (free_inventory); 871 more->destroy ();
953 more = 0; 872 more = 0;
954 } 873 }
955 874
956 if (inv) 875 // clear those pointers that likely might have circular references to us
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0; 876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
999 879
1000 /* Remove object from the active list */ 880 // only relevant for players(?), but make sure of it anyways
1001 speed = 0; 881 contr = 0;
1002 update_ob_speed (this); 882}
1003 883
1004 unlink (); 884void
885object::destroy (bool destroy_inventory)
886{
887 if (destroyed ())
888 return;
1005 889
1006 mortals.push_back (this); 890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
1007} 894}
1008 895
1009/* 896/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
1012 */ 899 */
1013
1014void 900void
1015sub_weight (object *op, signed long weight) 901sub_weight (object *op, signed long weight)
1016{ 902{
1017 while (op != NULL) 903 while (op != NULL)
1018 { 904 {
1019 if (op->type == CONTAINER) 905 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 907
1023 op->carrying -= weight; 908 op->carrying -= weight;
1024 op = op->env; 909 op = op->env;
1025 } 910 }
1026} 911}
1027 912
1028/* remove_ob(op): 913/* op->remove ():
1029 * This function removes the object op from the linked list of objects 914 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 915 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 916 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 917 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 918 * the previous environment.
1034 * Beware: This function is called from the editor as well! 919 * Beware: This function is called from the editor as well!
1035 */ 920 */
1036
1037void 921void
1038remove_ob (object *op) 922object::remove ()
1039{ 923{
924 object *tmp, *last = 0;
1040 object * 925 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 926
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 928 return;
1059 929
1060 SET_FLAG (op, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1061 932
1062 if (op->more != NULL) 933 if (more)
1063 remove_ob (op->more); 934 more->remove ();
1064 935
1065 /* 936 /*
1066 * In this case, the object to be removed is in someones 937 * In this case, the object to be removed is in someones
1067 * inventory. 938 * inventory.
1068 */ 939 */
1069 if (op->env != NULL) 940 if (env)
1070 { 941 {
1071 if (op->nrof) 942 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 943 sub_weight (env, weight * nrof);
1073 else 944 else
1074 sub_weight (op->env, op->weight + op->carrying); 945 sub_weight (env, weight + carrying);
1075 946
1076 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 949 * to save cpu time.
1079 */ 950 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 952 otmp->update_stats ();
1082 953
1083 if (op->above != NULL) 954 if (above)
1084 op->above->below = op->below; 955 above->below = below;
1085 else 956 else
1086 op->env->inv = op->below; 957 env->inv = below;
1087 958
1088 if (op->below != NULL) 959 if (below)
1089 op->below->above = op->above; 960 below->above = above;
1090 961
1091 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
1094 */ 965 */
1095 op->x = op->env->x, op->y = op->env->y; 966 x = env->x, y = env->y;
1096 op->map = op->env->map; 967 map = env->map;
1097 op->above = NULL, op->below = NULL; 968 above = 0, below = 0;
1098 op->env = NULL; 969 env = 0;
1099 } 970 }
1100 else if (op->map) 971 else if (map)
1101 { 972 {
1102 x = op->x; 973 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 } 974 {
1116 975 --map->players;
1117 if (op->map != m) 976 map->last_access = runtime;
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */ 977 }
978
1124 979
1125 /* link the object above us */ 980 /* link the object above us */
1126 if (op->above) 981 if (above)
1127 op->above->below = op->below; 982 above->below = below;
1128 else 983 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 984 map->at (x, y).top = below; /* we were top, set new top */
1130 985
1131 /* Relink the object below us, if there is one */ 986 /* Relink the object below us, if there is one */
1132 if (op->below) 987 if (below)
1133 op->below->above = op->above; 988 below->above = above;
1134 else 989 else
1135 { 990 {
1136 /* Nothing below, which means we need to relink map object for this space 991 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 992 * use translated coordinates in case some oddness with map tiling is
1138 * evident 993 * evident
1139 */ 994 */
1140 if (GET_MAP_OB (m, x, y) != op) 995 if (GET_MAP_OB (map, x, y) != this)
1141 { 996 {
1142 dump_object (op); 997 char *dump = dump_object (this);
1143 LOG (llevError, 998 LOG (llevError,
1144 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 999 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1000 free (dump);
1145 dump_object (GET_MAP_OB (m, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1146 LOG (llevError, "%s\n", errmsg); 1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1147 } 1004 }
1148 1005
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1150 } 1007 }
1151 1008
1152 op->above = 0; 1009 above = 0;
1153 op->below = 0; 1010 below = 0;
1154 1011
1155 if (op->map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1156 return; 1013 return;
1157 1014
1158 tag = op->count; 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 1016
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1162 { 1018 {
1163 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1164 * being removed. 1020 * being removed.
1165 */ 1021 */
1166 1022
1167 if (tmp->type == PLAYER && tmp != op) 1023 if (tmp->type == PLAYER && tmp != this)
1168 { 1024 {
1169 /* If a container that the player is currently using somehow gets 1025 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1171 * appropriately. 1027 * appropriately.
1172 */ 1028 */
1173 if (tmp->container == op) 1029 if (tmp->container == this)
1174 { 1030 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1032 tmp->container = 0;
1177 } 1033 }
1178 1034
1179 tmp->contr->socket.update_look = 1; 1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1180 } 1037 }
1181 1038
1182 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1040 if (check_walk_off
1041 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1043 {
1185 move_apply (tmp, op, NULL); 1044 move_apply (tmp, this, 0);
1186 1045
1187 if (was_destroyed (op, tag)) 1046 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1048 }
1192 1049
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1195 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1196 tmp->above = NULL; 1053 tmp->above = 0;
1197 1054
1198 last = tmp; 1055 last = tmp;
1199 } 1056 }
1200 1057
1201 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1060 if (!last)
1203 { 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1062 else
1213 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1214 1064
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1066 update_all_los (map, x, y);
1217 } 1067 }
1218} 1068}
1219 1069
1220/* 1070/*
1221 * merge_ob(op,top): 1071 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1073 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1074 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1075 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1076 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1077 */
1228
1229object * 1078object *
1230merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1231{ 1080{
1232 if (!op->nrof) 1081 if (!op->nrof)
1233 return 0; 1082 return 0;
1234 1083
1235 if (top == NULL) 1084 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1237 1087
1238 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1239 { 1089 {
1240 if (top == op) 1090 if (top == op)
1241 continue; 1091 continue;
1242 if (CAN_MERGE (op, top)) 1092
1093 if (object::can_merge (op, top))
1243 { 1094 {
1244 top->nrof += op->nrof; 1095 top->nrof += op->nrof;
1245 1096
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1098 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1099 op->destroy ();
1249 free_object (op);
1250 return top; 1100 return top;
1251 } 1101 }
1252 } 1102 }
1253 1103
1254 return NULL; 1104 return 0;
1255} 1105}
1256 1106
1257/* 1107/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1259 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1260 */ 1110 */
1261object * 1111object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1113{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1115 {
1271 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1272 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1273 } 1118 }
1274 1119
1293 * Return value: 1138 * Return value:
1294 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1141 * just 'op' otherwise
1297 */ 1142 */
1298
1299object * 1143object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1145{
1302 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1303 sint16 x, y; 1147 sint16 x, y;
1304 1148
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1149 if (QUERY_FLAG (op, FLAG_FREED))
1306 { 1150 {
1307 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL; 1152 return NULL;
1309 } 1153 }
1310 1154
1311 if (m == NULL) 1155 if (!m)
1312 { 1156 {
1313 dump_object (op); 1157 char *dump = dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1315 return op; 1160 return op;
1316 } 1161 }
1317 1162
1318 if (out_of_map (m, op->x, op->y)) 1163 if (out_of_map (m, op->x, op->y))
1319 { 1164 {
1320 dump_object (op); 1165 char *dump = dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1322#ifdef MANY_CORES 1167#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1168 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1169 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1170 * improperly inserted.
1326 */ 1171 */
1327 abort (); 1172 abort ();
1328#endif 1173#endif
1174 free (dump);
1329 return op; 1175 return op;
1330 } 1176 }
1331 1177
1332 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 { 1179 {
1334 dump_object (op); 1180 char *dump = dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1336 return op; 1183 return op;
1337 } 1184 }
1338 1185
1339 if (op->more != NULL) 1186 if (op->more)
1340 { 1187 {
1341 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1342 1189
1343 object *more = op->more; 1190 object *more = op->more;
1344 1191
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 { 1208 {
1362 if (!op->head) 1209 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364 1211
1365 return NULL; 1212 return 0;
1366 } 1213 }
1367 } 1214 }
1368 1215
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1217
1377 y = op->y; 1224 y = op->y;
1378 1225
1379 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1380 */ 1227 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1230 if (object::can_merge (op, tmp))
1384 { 1231 {
1385 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1233 tmp->destroy ();
1387 free_object (tmp);
1388 } 1234 }
1389 1235
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1238
1405 op->below = originator->below; 1251 op->below = originator->below;
1406 1252
1407 if (op->below) 1253 if (op->below)
1408 op->below->above = op; 1254 op->below->above = op;
1409 else 1255 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1256 op->ms ().bot = op;
1411 1257
1412 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1413 originator->below = op; 1259 originator->below = op;
1414 } 1260 }
1415 else 1261 else
1416 { 1262 {
1417 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1419 { 1265 {
1420 object *last = NULL; 1266 object *last = 0;
1421 1267
1422 /* 1268 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1433 */ 1279 */
1434
1435 while (top != NULL) 1280 while (top)
1436 { 1281 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1283 floor = top;
1439 1284
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1461 * If INS_ON_TOP is used, don't do this processing 1306 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1307 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1308 * stacking is a bit odd.
1464 */ 1309 */
1465 if (!(flag & INS_ON_TOP) && 1310 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 { 1312 {
1468 for (last = top; last != floor; last = last->below) 1313 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1315 break;
1471 /* Check to see if we found the object that blocks view, 1316 /* Check to see if we found the object that blocks view,
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494 1339
1495 if (op->above) 1340 if (op->above)
1496 op->above->below = op; 1341 op->above->below = op;
1497 1342
1498 op->below = NULL; 1343 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1500 } 1345 }
1501 else 1346 else
1502 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1503 op->above = top->above; 1348 op->above = top->above;
1504 1349
1507 1352
1508 op->below = top; 1353 op->below = top;
1509 top->above = op; 1354 top->above = op;
1510 } 1355 }
1511 1356
1512 if (op->above == NULL) 1357 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1358 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1515 1360
1516 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1517 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1518 1367
1519 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1521 */ 1370 */
1522 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1526 1375
1527 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1534 * of effect may be sufficient. 1383 * of effect may be sufficient.
1535 */ 1384 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1538 1387
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1541 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1542 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1544 * 1395 *
1545 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1399 * update_object().
1550 1401
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 { 1404 {
1554 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1555 return NULL; 1406 return 0;
1556 1407
1557 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1409 * walk on's.
1559 */ 1410 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1562 return NULL; 1413 return 0;
1563 } 1414 }
1564 1415
1565 return op; 1416 return op;
1566} 1417}
1567 1418
1568/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1571 */ 1422 */
1572void 1423void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1425{
1575 object * 1426 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1427
1580 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1581 1429
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 { 1432 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1433
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1435
1593 tmp1->x = op->x; 1436 tmp1->x = op->x;
1594 tmp1->y = op->y; 1437 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1596} 1445}
1597 1446
1598/* 1447/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1452 * global static errmsg array.
1604 */ 1453 */
1605
1606object * 1454object *
1607get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1608{ 1456{
1609 object * 1457 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1459
1614 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1615 { 1461 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1463 return NULL;
1618 } 1464 }
1619 1465
1620 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1621 1467
1622 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1623 { 1469 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1470 else if (!is_removed)
1629 { 1471 {
1630 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1652 1494
1653object * 1495object *
1654decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1655{ 1497{
1656 object *tmp; 1498 object *tmp;
1657 player *pl;
1658 1499
1659 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1501 return op;
1661 1502
1662 if (i > op->nrof) 1503 if (i > op->nrof)
1663 i = op->nrof; 1504 i = op->nrof;
1664 1505
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1507 op->nrof -= i;
1667 else if (op->env != NULL) 1508 else if (op->env)
1668 { 1509 {
1669 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1670 * therein? 1511 * therein?
1671 */ 1512 */
1672 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1518 * and then searching the map for a player.
1678 */ 1519 */
1679 if (!tmp) 1520 if (!tmp)
1680 { 1521 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1683 break; 1525 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1526 }
1689 1527
1690 if (i < op->nrof) 1528 if (i < op->nrof)
1691 { 1529 {
1692 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1531 op->nrof -= i;
1694 if (tmp) 1532 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1697 }
1698 } 1534 }
1699 else 1535 else
1700 { 1536 {
1701 remove_ob (op); 1537 op->remove ();
1702 op->nrof = 0; 1538 op->nrof = 0;
1703 if (tmp) 1539 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1541 }
1708 } 1542 }
1709 else 1543 else
1710 { 1544 {
1711 object *above = op->above; 1545 object *above = op->above;
1712 1546
1713 if (i < op->nrof) 1547 if (i < op->nrof)
1714 op->nrof -= i; 1548 op->nrof -= i;
1715 else 1549 else
1716 { 1550 {
1717 remove_ob (op); 1551 op->remove ();
1718 op->nrof = 0; 1552 op->nrof = 0;
1719 } 1553 }
1720 1554
1721 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1724 { 1558 {
1725 if (op->nrof) 1559 if (op->nrof)
1726 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1727 else 1561 else
1731 1565
1732 if (op->nrof) 1566 if (op->nrof)
1733 return op; 1567 return op;
1734 else 1568 else
1735 { 1569 {
1736 free_object (op); 1570 op->destroy ();
1737 return NULL; 1571 return 0;
1738 } 1572 }
1739} 1573}
1740 1574
1741/* 1575/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1754 op->carrying += weight; 1588 op->carrying += weight;
1755 op = op->env; 1589 op = op->env;
1756 } 1590 }
1757} 1591}
1758 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1759/* 1613/*
1760 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1761 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1762 * inside the object environment. 1616 * inside the object environment.
1763 * 1617 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1771 */ 1620 */
1772 1621
1773object * 1622object *
1774insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1775{ 1624{
1776 object * 1625 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1626
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1628 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1629
1800 if (op->more) 1630 if (op->more)
1801 { 1631 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1633 return op;
1805 1635
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1638 if (op->nrof)
1809 { 1639 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1812 { 1642 {
1813 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1644 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1818 */ 1648 */
1819 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1822 op = tmp; 1652 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1655 break;
1826 } 1656 }
1827 1657
1828 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1662 * the linking below
1833 */ 1663 */
1834 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1835 } 1665 }
1836 else 1666 else
1837 add_weight (where, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1838 1668
1839 otmp = is_player_inv (where); 1669 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1670 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1672 otmp->update_stats ();
1844 }
1845 1673
1846 op->map = NULL; 1674 op->map = 0;
1847 op->env = where; 1675 op->env = this;
1848 op->above = NULL; 1676 op->above = 0;
1849 op->below = NULL; 1677 op->below = 0;
1850 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1851 1679
1852 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1681 if ((op->glow_radius != 0) && map)
1854 { 1682 {
1855#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1686 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1687 update_all_los (map, x, y);
1860 } 1688 }
1861 1689
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1691 * It sure simplifies this function...
1864 */ 1692 */
1865 if (where->inv == NULL) 1693 if (!inv)
1866 where->inv = op; 1694 inv = op;
1867 else 1695 else
1868 { 1696 {
1869 op->below = where->inv; 1697 op->below = inv;
1870 op->below->above = op; 1698 op->below->above = op;
1871 where->inv = op; 1699 inv = op;
1872 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1873 return op; 1704 return op;
1874} 1705}
1875 1706
1876/* 1707/*
1877 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1891 * 1722 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1725 * on top.
1895 */ 1726 */
1896
1897int 1727int
1898check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1899{ 1729{
1900 object * 1730 object *tmp;
1901 tmp; 1731 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1908 1733
1909 MoveType 1734 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1735
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1737 return 0;
1916
1917 tag = op->count;
1918 1738
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1742
1938 1758
1939 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1941 */ 1761 */
1942 1762
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1944 { 1764 {
1945 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1767 * we don't need to check all of them.
1948 */ 1768 */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1805 {
1986 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
1987 1807
1988 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1989 return 1; 1809 return 1;
1990 1810
1991 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2003/* 1823/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2007 */ 1827 */
2008
2009object * 1828object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1830{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2016 { 1832 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1834 return NULL;
2019 } 1835 }
1836
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2021 if (tmp->arch == at) 1838 if (tmp->arch == at)
2022 return tmp; 1839 return tmp;
1840
2023 return NULL; 1841 return NULL;
2024} 1842}
2025 1843
2026/* 1844/*
2027 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2030 */ 1848 */
2031
2032object * 1849object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2034{ 1851{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2039 { 1853 {
2040 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1855 return NULL;
2042 } 1856 }
1857
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2044 if (tmp->type == type) 1859 if (tmp->type == type)
2045 return tmp; 1860 return tmp;
1861
2046 return NULL; 1862 return NULL;
2047} 1863}
2048 1864
2049/* 1865/*
2050 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2053 */ 1869 */
2054
2055object * 1870object *
2056present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2057{ 1872{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1874 if (tmp->type == type)
2063 return tmp; 1875 return tmp;
1876
2064 return NULL; 1877 return NULL;
2065} 1878}
2066 1879
2067/* 1880/*
2068 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1892 * to be unique.
2080 */ 1893 */
2081
2082object * 1894object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1896{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1899 return tmp;
2092 } 1900
2093 return NULL; 1901 return 0;
2094} 1902}
2095 1903
2096/* 1904/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2100 */ 1908 */
2101
2102object * 1909object *
2103present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2104{ 1911{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1913 if (tmp->arch == at)
2110 return tmp; 1914 return tmp;
1915
2111 return NULL; 1916 return NULL;
2112} 1917}
2113 1918
2114/* 1919/*
2115 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2116 */ 1921 */
2117void 1922void
2118flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2119{ 1924{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1925 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1927 {
2126 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2128 } 1930 }
2129} /* 1931}
1932
1933/*
2130 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2131 */ 1935 */
2132void 1936void
2133unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2134{ 1938{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1939 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1941 {
2141 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2143 } 1944 }
2144} 1945}
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2151 */ 1952 */
2152
2153void 1953void
2154set_cheat (object *op) 1954set_cheat (object *op)
2155{ 1955{
2156 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 1979 * customized, changed states, etc.
2180 */ 1980 */
2181
2182int 1981int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 1983{
2185 int
2186 i,
2187 index = 0, flag; 1984 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2190 1986
2191 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2192 { 1988 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 1990 if (!flag)
2195 altern[index++] = i; 1991 altern [index++] = i;
2196 1992
2197 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2204 */ 2000 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 2002 stop = maxfree[i];
2207 } 2003 }
2004
2208 if (!index) 2005 if (!index)
2209 return -1; 2006 return -1;
2007
2210 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2211} 2009}
2212 2010
2213/* 2011/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2016 */
2219
2220int 2017int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2019{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2022 return i;
2230 } 2023
2231 return -1; 2024 return -1;
2232} 2025}
2233 2026
2234/* 2027/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2031 */
2238static void 2032static void
2239permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2240{ 2034{
2241 int 2035 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2036 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2037
2252 tmp = arr[i]; 2038 while (--end)
2253 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2040}
2257 2041
2258/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2048 */
2265void 2049void
2266get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2267{ 2051{
2268 int 2052 int i;
2269 i;
2270 2053
2271 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2055 search_arr[i] = i;
2274 }
2275 2056
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2060}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2072 * there is capable of.
2292 */ 2073 */
2293
2294int 2074int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2076{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2300 2078
2301 sint16 nx, ny; 2079 sint16 nx, ny;
2302 object * 2080 object *tmp;
2303 tmp; 2081 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2082
2307 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2308 2084
2309 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2310 { 2086 {
2322 mp = m; 2098 mp = m;
2323 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2325 2101
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2327 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2105 max = maxfree[i];
2330 }
2331 else 2106 else
2332 { 2107 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2334 2111
2335 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2113 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2340 { 2115 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break; 2119 break;
2346 } 2120
2347 }
2348 if (tmp) 2121 if (tmp)
2349 {
2350 return freedir[i]; 2122 return freedir[i];
2351 }
2352 } 2123 }
2353 } 2124 }
2354 } 2125 }
2126
2355 return 0; 2127 return 0;
2356} 2128}
2357 2129
2358/* 2130/*
2359 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2132 * distance between the two given objects.
2361 */ 2133 */
2362
2363int 2134int
2364distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2365{ 2136{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2138}
2372 2139
2373/* 2140/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2377 */ 2144 */
2378
2379int 2145int
2380find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2381{ 2147{
2382 int 2148 int q;
2383 q;
2384 2149
2385 if (y) 2150 if (y)
2386 q = x * 100 / y; 2151 q = x * 100 / y;
2387 else if (x) 2152 else if (x)
2388 q = -300 * x; 2153 q = -300 * x;
2423int 2188int
2424absdir (int d) 2189absdir (int d)
2425{ 2190{
2426 while (d < 1) 2191 while (d < 1)
2427 d += 8; 2192 d += 8;
2193
2428 while (d > 8) 2194 while (d > 8)
2429 d -= 8; 2195 d -= 8;
2196
2430 return d; 2197 return d;
2431} 2198}
2432 2199
2433/* 2200/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 */ 2203 */
2437 2204
2438int 2205int
2439dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2440{ 2207{
2441 int 2208 int d;
2442 d;
2443 2209
2444 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2445 if (d > 4) 2211 if (d > 4)
2446 d = 8 - d; 2212 d = 8 - d;
2213
2447 return d; 2214 return d;
2448} 2215}
2449 2216
2450/* peterm: 2217/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2224 * functions.
2458 */ 2225 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2281 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2518 */ 2283 */
2519
2520
2521int 2284int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2286{
2524 sint16 dx, dy; 2287 sint16 dx, dy;
2525 int
2526 mflags; 2288 int mflags;
2527 2289
2528 if (dir < 0) 2290 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2530 2292
2531 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2544 return 0; 2306 return 0;
2545 2307
2546 /* yes, can see. */ 2308 /* yes, can see. */
2547 if (dir < 9) 2309 if (dir < 9)
2548 return 1; 2310 return 1;
2311
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2315}
2552
2553
2554 2316
2555/* 2317/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2334}
2573 2335
2574
2575/* 2336/*
2576 * create clone from object to another 2337 * create clone from object to another
2577 */ 2338 */
2578object * 2339object *
2579object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2580{ 2341{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2343
2584 if (!asrc) 2344 if (!asrc)
2585 return NULL; 2345 return 0;
2346
2586 src = asrc; 2347 src = asrc;
2587 if (src->head) 2348 if (src->head)
2588 src = src->head; 2349 src = src->head;
2589 2350
2590 prev = NULL; 2351 prev = 0;
2591 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2592 { 2353 {
2593 tmp = get_object (); 2354 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2355 tmp->x -= src->x;
2596 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2597 if (!part->head) 2358 if (!part->head)
2598 { 2359 {
2599 dst = tmp; 2360 dst = tmp;
2600 tmp->head = NULL; 2361 tmp->head = 0;
2601 } 2362 }
2602 else 2363 else
2603 {
2604 tmp->head = dst; 2364 tmp->head = dst;
2605 } 2365
2606 tmp->more = NULL; 2366 tmp->more = 0;
2367
2607 if (prev) 2368 if (prev)
2608 prev->more = tmp; 2369 prev->more = tmp;
2370
2609 prev = tmp; 2371 prev = tmp;
2610 } 2372 }
2611 2373
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2376
2618 return dst; 2377 return dst;
2619} 2378}
2620 2379
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2641
2642object * 2386object *
2643load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2644{ 2388{
2645 object * 2389 object *op;
2646 op;
2647 char
2648 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2649 2391
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651 2393
2652 FILE *
2653 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2654 2395
2655 if (tempfile == NULL) 2396 if (tempfile == NULL)
2656 { 2397 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL; 2399 return NULL;
2659 }; 2400 }
2401
2660 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2661 fclose (tempfile); 2403 fclose (tempfile);
2662 2404
2663 op = get_object (); 2405 op = object::create ();
2664 2406
2665 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2666 2408
2667 if (thawer) 2409 if (thawer)
2668 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2678 * returns NULL if no match. 2420 * returns NULL if no match.
2679 */ 2421 */
2680object * 2422object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2424{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2427 return tmp;
2689 2428
2690 return NULL; 2429 return 0;
2691} 2430}
2692 2431
2693/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2433 * otherwise return NULL.
2695 * 2434 *
2697 * do the desired thing. 2436 * do the desired thing.
2698 */ 2437 */
2699key_value * 2438key_value *
2700get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2701{ 2440{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2442 if (link->key == key)
2708 {
2709 return link; 2443 return link;
2710 }
2711 }
2712 2444
2713 return NULL; 2445 return 0;
2714} 2446}
2715 2447
2716/* 2448/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2450 *
2721 * The returned string is shared. 2453 * The returned string is shared.
2722 */ 2454 */
2723const char * 2455const char *
2724get_ob_key_value (const object *op, const char *const key) 2456get_ob_key_value (const object *op, const char *const key)
2725{ 2457{
2726 key_value * 2458 key_value *link;
2727 link; 2459 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2460
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2461 if (!canonical_key)
2734 { 2462 {
2735 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2467 */
2740 return NULL; 2468 return 0;
2741 } 2469 }
2742 2470
2743 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2745 */ 2473 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2474 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2475 if (link->key == canonical_key)
2749 {
2750 return link->value; 2476 return link->value;
2751 } 2477
2752 }
2753 return NULL; 2478 return 0;
2754} 2479}
2755 2480
2756 2481
2757/* 2482/*
2758 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2765 * Returns TRUE on success. 2490 * Returns TRUE on success.
2766 */ 2491 */
2767int 2492int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2494{
2770 key_value *
2771 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2772 2496
2773 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2498 {
2775 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2776 { 2500 {
2804 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2805 2529
2806 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2807 2531
2808 if (!add_key) 2532 if (!add_key)
2809 {
2810 return FALSE; 2533 return FALSE;
2811 } 2534
2812 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2816 * should pass in "" 2539 * should pass in ""
2844 shstr key_ (key); 2567 shstr key_ (key);
2845 2568
2846 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2570}
2848 2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2849void 2579void
2850object::deep_iterator::next () 2580object::depth_iterator::next ()
2851{ 2581{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2582 if (item->below)
2583 {
2855 item = item->below; 2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2856 else 2589 else
2857 item = item->env->below; 2590 item = item->env;
2858} 2591}
2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2620// return a suitable string describing an objetc in enough detail to find it
2621const char *
2622object::debug_desc (char *info) const
2623{
2624 char flagdesc[512];
2625 char info2[256 * 4];
2626 char *p = info;
2627
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2629 count, uuid.seq,
2630 &name,
2631 title ? "\",title:" : "",
2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2634
2635 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637
2638 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640
2641 return info;
2642}
2643
2644const char *
2645object::debug_desc () const
2646{
2647 static char info[256 * 3];
2648 return debug_desc (info);
2649}
2650

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