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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 47};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 57};
55 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 334 }
335
260 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
262 if (op->carrying != sum) 339 if (op->carrying != sum)
263 op->carrying = sum; 340 op->carrying = sum;
341
264 return sum; 342 return sum;
265} 343}
266 344
267/** 345/**
268 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
275 op = op->env; 353 op = op->env;
276 return op; 354 return op;
277} 355}
278 356
279/* 357/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 359 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
298 */ 361 */
299 362
300void 363char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 save_object (freezer, op, 1);
368{ 371 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 372}
377 373
378/* 374/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 return ((unsigned int)i) < objects.size ()
406 401 ? objects [i]
407 for (op = objects; op != NULL; op = op->next) 402 : 0;
408 if (op->count == i)
409 break;
410 return op;
411} 403}
412 404
413/* 405/*
414 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
417 */ 409 */
418
419object * 410object *
420find_object_name (const char *str) 411find_object_name (const char *str)
421{ 412{
422 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
423 object *op; 414 object *op;
424 415
425 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
426 if (&op->name == name) 417 if (op->name == str_)
427 break; 418 break;
428 419
429 return op; 420 return op;
430} 421}
431 422
432void 423void
433free_all_object_data () 424free_all_object_data ()
434{ 425{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 427}
458 428
459/* 429/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 431 * skill and experience objects.
494 } 464 }
495 465
496 op->key_values = 0; 466 op->key_values = 0;
497} 467}
498 468
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 469/*
552 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 475 * will point at garbage.
558 */ 476 */
559void 477void
560copy_object (object *op2, object *op) 478object::copy_to (object *dst)
561{ 479{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 482
565 op2->clone (op); 483 *(object_copy *)dst = *this;
566 484
567 if (is_freed) 485 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
569 if (is_removed) 488 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
571 490
572 if (op2->speed < 0) 491 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 493
575 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
576 if (op2->key_values) 495 if (key_values)
577 { 496 {
578 key_value *tail = 0; 497 key_value *tail = 0;
579 key_value *i; 498 key_value *i;
580 499
581 op->key_values = 0; 500 dst->key_values = 0;
582 501
583 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
584 { 503 {
585 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
586 505
587 new_link->next = 0; 506 new_link->next = 0;
588 new_link->key = i->key; 507 new_link->key = i->key;
589 new_link->value = i->value; 508 new_link->value = i->value;
590 509
591 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
592 if (!op->key_values) 511 if (!dst->key_values)
593 { 512 {
594 op->key_values = new_link; 513 dst->key_values = new_link;
595 tail = new_link; 514 tail = new_link;
596 } 515 }
597 else 516 else
598 { 517 {
599 tail->next = new_link; 518 tail->next = new_link;
600 tail = new_link; 519 tail = new_link;
601 } 520 }
602 } 521 }
603 } 522 }
604 523
605 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
606} 533}
607 534
608/* 535/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
612 */ 539 */
613
614void 540void
615update_turn_face (object *op) 541update_turn_face (object *op)
616{ 542{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 544 return;
545
619 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
621} 548}
622 549
623/* 550/*
624 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
627 */ 554 */
628
629void 555void
630update_ob_speed (object *op) 556object::set_speed (float speed)
631{ 557{
632 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
633
634 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated.
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 559 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 561 speed = 0;
645#endif
646 }
647 if (arch_init)
648 { 562 }
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656 563
657 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
658 * of the list. */ 565
659 op->active_next = active_objects; 566 if (has_active_speed ())
660 if (op->active_next != NULL) 567 activate ();
661 op->active_next->active_prev = op;
662 active_objects = op;
663 }
664 else 568 else
665 { 569 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 570}
686 571
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 572/*
719 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 576 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
726 * 580 *
727 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 582 * current action are:
733 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
738 */ 588 */
739
740void 589void
741update_object (object *op, int action) 590update_object (object *op, int action)
742{ 591{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
745 593
746 if (op == NULL) 594 if (op == NULL)
747 { 595 {
748 /* this should never happen */ 596 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 598 return;
751 } 599 }
752 600
753 if (op->env != NULL) 601 if (op->env)
754 { 602 {
755 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
756 * to do in this case. 604 * to do in this case.
757 */ 605 */
758 return; 606 return;
763 */ 611 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 613 return;
766 614
767 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 617 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 619#ifdef MANY_CORES
772 abort (); 620 abort ();
773#endif 621#endif
774 return; 622 return;
775 } 623 }
776 624
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
784 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
785 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 642 * to have move_allow right now.
809 */ 643 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 646 m.flags_ = 0;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 647 }
816 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 650 * that is being removed.
819 */ 651 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 653 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
824 else 656 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 658
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 659 if (op->more)
834 update_object (op->more, action); 660 update_object (op->more, action);
835} 661}
836 662
837static unordered_vector<object *> mortals; 663object *object::first;
838static std::vector<object *> freed;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854}
855 664
856object::object () 665object::object ()
857{ 666{
858 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
859 668
860 expmul = 1.0; 669 expmul = 1.0;
861 face = blank_face; 670 face = blank_face;
862 attacked_by_count = -1;
863} 671}
864 672
865object::~object () 673object::~object ()
866{ 674{
867 free_key_values (this); 675 free_key_values (this);
868} 676}
869 677
870void object::link () 678void object::link ()
871{ 679{
872 count = ++ob_count; 680 uuid = gen_uuid ();
873 681
874 prev = 0; 682 refcnt_inc ();
875 next = objects; 683 objects.insert (this);
876
877 if (objects)
878 objects->prev = this;
879
880 objects = this;
881} 684}
882 685
883void object::unlink () 686void object::unlink ()
884{ 687{
885 count = 0; 688 objects.erase (this);
689 refcnt_dec ();
690}
886 691
887 /* Remove this object from the list of used objects */ 692void
888 if (prev) 693object::activate ()
889 { 694{
890 prev->next = next; 695 /* If already on active list, don't do anything */
891 prev = 0; 696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
892 } 743 {
893 744 op->flag [flag] = value;
894 if (next) 745 op->set_flag_inv (flag, value);
895 { 746 }
896 next->prev = prev; 747}
897 next = 0; 748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
898 } 772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
899 784
900 if (this == objects) 785 if (op->flag [FLAG_STARTEQUIP]
901 objects = next; 786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
902} 795}
903 796
904object *object::create () 797object *object::create ()
905{ 798{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 799 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 800 op->link ();
921 return op; 801 return op;
922} 802}
923 803
924/* 804void
925 * free_object() frees everything allocated by an object, removes 805object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 806{
936 if (QUERY_FLAG (this, FLAG_FREED)) 807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
937 return; 817 return;
938 818
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 819 set_speed (0);
940 remove_ob (this);
941 820
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 821 flag [FLAG_FREED] = 1;
943 remove_friendly_object (this);
944 822
945 SET_FLAG (this, FLAG_FREED); 823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
946 850
947 if (more) 851 if (more)
948 { 852 {
949 more->free (free_inventory); 853 more->destroy ();
950 more = 0; 854 more = 0;
951 } 855 }
952 856
953 if (inv) 857 // clear those pointers that likely might have circular references to us
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0; 858 owner = 0;
859 enemy = 0;
860 attacked_by = 0;
861}
996 862
997 /* Remove object from the active list */ 863void
998 speed = 0; 864object::destroy (bool destroy_inventory)
999 update_ob_speed (this); 865{
866 if (destroyed ())
867 return;
1000 868
1001 unlink (); 869 if (destroy_inventory)
870 destroy_inv (false);
1002 871
1003 mortals.push_back (this); 872 attachable::destroy ();
1004} 873}
1005 874
1006/* 875/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1009 */ 878 */
1010
1011void 879void
1012sub_weight (object *op, signed long weight) 880sub_weight (object *op, signed long weight)
1013{ 881{
1014 while (op != NULL) 882 while (op != NULL)
1015 { 883 {
1016 if (op->type == CONTAINER) 884 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 886
1020 op->carrying -= weight; 887 op->carrying -= weight;
1021 op = op->env; 888 op = op->env;
1022 } 889 }
1023} 890}
1024 891
1025/* remove_ob(op): 892/* op->remove ():
1026 * This function removes the object op from the linked list of objects 893 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 894 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 897 * the previous environment.
1031 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1032 */ 899 */
1033
1034void 900void
1035remove_ob (object *op) 901object::remove ()
1036{ 902{
903 object *tmp, *last = 0;
1037 object * 904 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 905
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 907 return;
1056 908
1057 SET_FLAG (op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1058 911
1059 if (op->more != NULL) 912 if (more)
1060 remove_ob (op->more); 913 more->remove ();
1061 914
1062 /* 915 /*
1063 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1064 * inventory. 917 * inventory.
1065 */ 918 */
1066 if (op->env != NULL) 919 if (env)
1067 { 920 {
1068 if (op->nrof) 921 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 922 sub_weight (env, weight * nrof);
1070 else 923 else
1071 sub_weight (op->env, op->weight + op->carrying); 924 sub_weight (env, weight + carrying);
1072 925
1073 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 928 * to save cpu time.
1076 */ 929 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 931 otmp->update_stats ();
1079 932
1080 if (op->above != NULL) 933 if (above)
1081 op->above->below = op->below; 934 above->below = below;
1082 else 935 else
1083 op->env->inv = op->below; 936 env->inv = below;
1084 937
1085 if (op->below != NULL) 938 if (below)
1086 op->below->above = op->above; 939 below->above = above;
1087 940
1088 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
1091 */ 944 */
1092 op->x = op->env->x, op->y = op->env->y; 945 x = env->x, y = env->y;
1093 op->map = op->env->map; 946 map = env->map;
1094 op->above = NULL, op->below = NULL; 947 above = 0, below = 0;
1095 op->env = NULL; 948 env = 0;
1096 } 949 }
1097 else if (op->map) 950 else if (map)
1098 { 951 {
1099 x = op->x; 952 if (type == PLAYER)
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */
1111 abort ();
1112 } 953 {
1113 954 --map->players;
1114 if (op->map != m) 955 map->touch ();
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */ 956 }
957
958 map->dirty = true;
1121 959
1122 /* link the object above us */ 960 /* link the object above us */
1123 if (op->above) 961 if (above)
1124 op->above->below = op->below; 962 above->below = below;
1125 else 963 else
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1127 965
1128 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1129 if (op->below) 967 if (below)
1130 op->below->above = op->above; 968 below->above = above;
1131 else 969 else
1132 { 970 {
1133 /* Nothing below, which means we need to relink map object for this space 971 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is 972 * use translated coordinates in case some oddness with map tiling is
1135 * evident 973 * evident
1136 */ 974 */
1137 if (GET_MAP_OB (m, x, y) != op) 975 if (GET_MAP_OB (map, x, y) != this)
1138 { 976 {
1139 dump_object (op); 977 char *dump = dump_object (this);
1140 LOG (llevError, 978 LOG (llevError,
1141 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 979 "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);
980 free (dump);
1142 dump_object (GET_MAP_OB (m, x, y)); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1143 LOG (llevError, "%s\n", errmsg); 982 LOG (llevError, "%s\n", dump);
983 free (dump);
1144 } 984 }
1145 985
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 986 map->at (x, y).bot = above; /* goes on above it. */
1147 } 987 }
1148 988
1149 op->above = 0; 989 above = 0;
1150 op->below = 0; 990 below = 0;
1151 991
1152 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1153 return; 993 return;
1154 994
1155 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 996
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1159 { 998 {
1160 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1161 * being removed. 1000 * being removed.
1162 */ 1001 */
1163 1002
1164 if (tmp->type == PLAYER && tmp != op) 1003 if (tmp->type == PLAYER && tmp != this)
1165 { 1004 {
1166 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1168 * appropriately. 1007 * appropriately.
1169 */ 1008 */
1170 if (tmp->container == op) 1009 if (tmp->container == this)
1171 { 1010 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1012 tmp->container = 0;
1174 } 1013 }
1175 1014
1176 tmp->contr->socket.update_look = 1; 1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1177 } 1017 }
1178 1018
1179 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1023 {
1182 move_apply (tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1183 1025
1184 if (was_destroyed (op, tag)) 1026 if (destroyed ())
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1187 }
1188 } 1028 }
1189 1029
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1192 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1193 tmp->above = NULL; 1033 tmp->above = 0;
1194 1034
1195 last = tmp; 1035 last = tmp;
1196 } 1036 }
1197 1037
1198 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1199 if (last == NULL) 1040 if (!last)
1200 { 1041 map->at (x, y).flags_ = 0;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1042 else
1210 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1211 1044
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1214 } 1047 }
1215} 1048}
1216 1049
1217/* 1050/*
1218 * merge_ob(op,top): 1051 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1054 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1057 */
1225
1226object * 1058object *
1227merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1228{ 1060{
1229 if (!op->nrof) 1061 if (!op->nrof)
1230 return 0; 1062 return 0;
1231 1063
1232 if (top == NULL) 1064 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1234 1067
1235 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1236 { 1069 {
1237 if (top == op) 1070 if (top == op)
1238 continue; 1071 continue;
1239 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1240 { 1074 {
1241 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1242 1076
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1079 op->destroy ();
1246 free_object (op);
1247 return top; 1080 return top;
1248 } 1081 }
1249 } 1082 }
1250 1083
1251 return NULL; 1084 return 0;
1252} 1085}
1253 1086
1254/* 1087/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1256 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1257 */ 1090 */
1258object * 1091object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1093{
1261 object *tmp;
1262
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1095 {
1268 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1269 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1270 } 1098 }
1271 1099
1290 * Return value: 1118 * Return value:
1291 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1121 * just 'op' otherwise
1294 */ 1122 */
1295
1296object * 1123object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1125{
1299 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1300 sint16 x, y; 1127 sint16 x, y;
1301 1128
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1303 { 1130 {
1304 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1305 return NULL; 1132 return NULL;
1306 } 1133 }
1307 1134
1308 if (m == NULL) 1135 if (!m)
1309 { 1136 {
1310 dump_object (op); 1137 char *dump = dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1312 return op; 1140 return op;
1313 } 1141 }
1314 1142
1315 if (out_of_map (m, op->x, op->y)) 1143 if (out_of_map (m, op->x, op->y))
1316 { 1144 {
1317 dump_object (op); 1145 char *dump = dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1319#ifdef MANY_CORES 1147#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object 1148 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting 1149 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted. 1150 * improperly inserted.
1323 */ 1151 */
1324 abort (); 1152 abort ();
1325#endif 1153#endif
1154 free (dump);
1326 return op; 1155 return op;
1327 } 1156 }
1328 1157
1329 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 { 1159 {
1331 dump_object (op); 1160 char *dump = dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1333 return op; 1163 return op;
1334 } 1164 }
1335 1165
1336 if (op->more != NULL) 1166 if (op->more)
1337 { 1167 {
1338 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1339 1169
1340 object *more = op->more; 1170 object *more = op->more;
1341 1171
1342 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1343 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1344 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1345 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1346 */ 1176 */
1347 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 else if (!more->map) 1179 else if (!more->map)
1350 { 1180 {
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 { 1188 {
1359 if (!op->head) 1189 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361 1191
1362 return NULL; 1192 return 0;
1363 } 1193 }
1364 } 1194 }
1365 1195
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1197
1374 y = op->y; 1204 y = op->y;
1375 1205
1376 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1377 */ 1207 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1210 if (object::can_merge (op, tmp))
1381 { 1211 {
1382 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1213 tmp->destroy ();
1384 free_object (tmp);
1385 } 1214 }
1386 1215
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1218
1402 op->below = originator->below; 1231 op->below = originator->below;
1403 1232
1404 if (op->below) 1233 if (op->below)
1405 op->below->above = op; 1234 op->below->above = op;
1406 else 1235 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1236 op->ms ().bot = op;
1408 1237
1409 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1410 originator->below = op; 1239 originator->below = op;
1411 } 1240 }
1412 else 1241 else
1413 { 1242 {
1414 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1415 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1416 { 1245 {
1417 object *last = NULL; 1246 object *last = 0;
1418 1247
1419 /* 1248 /*
1420 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1421 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1426 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1430 */ 1259 */
1431
1432 while (top != NULL) 1260 while (top)
1433 { 1261 {
1434 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1435 floor = top; 1263 floor = top;
1436 1264
1437 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1458 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1288 * stacking is a bit odd.
1461 */ 1289 */
1462 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1464 { 1292 {
1465 for (last = top; last != floor; last = last->below) 1293 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1295 break;
1468 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1490 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1491 1319
1492 if (op->above) 1320 if (op->above)
1493 op->above->below = op; 1321 op->above->below = op;
1494 1322
1495 op->below = NULL; 1323 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1497 } 1325 }
1498 else 1326 else
1499 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1500 op->above = top->above; 1328 op->above = top->above;
1501 1329
1504 1332
1505 op->below = top; 1333 op->below = top;
1506 top->above = op; 1334 top->above = op;
1507 } 1335 }
1508 1336
1509 if (op->above == NULL) 1337 if (!op->above)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1338 op->ms ().top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1512 1340
1513 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1514 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1515 1349
1516 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1517 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1518 */ 1352 */
1519 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1354 if (object *pl = op->ms ().player ())
1521 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1356 pl->contr->ns->floorbox_update ();
1523 1357
1524 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1531 * of effect may be sufficient. 1365 * of effect may be sufficient.
1532 */ 1366 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1535 1369
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1538 1372
1373 INVOKE_OBJECT (INSERT, op);
1374
1539 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1541 * 1377 *
1542 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1381 * update_object().
1547 1383
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1550 { 1386 {
1551 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1552 return NULL; 1388 return 0;
1553 1389
1554 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1391 * walk on's.
1556 */ 1392 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1559 return NULL; 1395 return 0;
1560 } 1396 }
1561 1397
1562 return op; 1398 return op;
1563} 1399}
1564 1400
1565/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1402 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1403 * op is the object to insert it under: supplies x and the map.
1568 */ 1404 */
1569void 1405void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1407{
1572 object * 1408 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1409
1577 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1578 1411
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 { 1414 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1415
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1417
1590 tmp1->x = op->x; 1418 tmp1->x = op->x;
1591 tmp1->y = op->y; 1419 tmp1->y = op->y;
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1593} 1427}
1594 1428
1595/* 1429/*
1596 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1598 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1599 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array. 1434 * global static errmsg array.
1601 */ 1435 */
1602
1603object * 1436object *
1604get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1605{ 1438{
1606 object * 1439 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1441
1611 if (orig_ob->nrof < nr) 1442 if (orig_ob->nrof < nr)
1612 { 1443 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL; 1445 return NULL;
1615 } 1446 }
1616 1447
1617 newob = object_create_clone (orig_ob); 1448 newob = object_create_clone (orig_ob);
1618 1449
1619 if ((orig_ob->nrof -= nr) < 1) 1450 if ((orig_ob->nrof -= nr) < 1)
1620 { 1451 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1452 else if (!is_removed)
1626 { 1453 {
1627 if (orig_ob->env != NULL) 1454 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1649 1476
1650object * 1477object *
1651decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1652{ 1479{
1653 object *tmp; 1480 object *tmp;
1654 player *pl;
1655 1481
1656 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1483 return op;
1658 1484
1659 if (i > op->nrof) 1485 if (i > op->nrof)
1660 i = op->nrof; 1486 i = op->nrof;
1661 1487
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1489 op->nrof -= i;
1664 else if (op->env != NULL) 1490 else if (op->env)
1665 { 1491 {
1666 /* is this object in the players inventory, or sub container 1492 /* is this object in the players inventory, or sub container
1667 * therein? 1493 * therein?
1668 */ 1494 */
1669 tmp = is_player_inv (op->env); 1495 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1496 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1497 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1498 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1499 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1500 * and then searching the map for a player.
1675 */ 1501 */
1676 if (!tmp) 1502 if (!tmp)
1677 { 1503 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1680 break; 1507 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1508 }
1686 1509
1687 if (i < op->nrof) 1510 if (i < op->nrof)
1688 { 1511 {
1689 sub_weight (op->env, op->weight * i); 1512 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1513 op->nrof -= i;
1691 if (tmp) 1514 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1515 esrv_send_item (tmp, op);
1694 }
1695 } 1516 }
1696 else 1517 else
1697 { 1518 {
1698 remove_ob (op); 1519 op->remove ();
1699 op->nrof = 0; 1520 op->nrof = 0;
1700 if (tmp) 1521 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1522 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1523 }
1705 } 1524 }
1706 else 1525 else
1707 { 1526 {
1708 object *above = op->above; 1527 object *above = op->above;
1709 1528
1710 if (i < op->nrof) 1529 if (i < op->nrof)
1711 op->nrof -= i; 1530 op->nrof -= i;
1712 else 1531 else
1713 { 1532 {
1714 remove_ob (op); 1533 op->remove ();
1715 op->nrof = 0; 1534 op->nrof = 0;
1716 } 1535 }
1717 1536
1718 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1539 if (tmp->type == PLAYER)
1721 { 1540 {
1722 if (op->nrof) 1541 if (op->nrof)
1723 esrv_send_item (tmp, op); 1542 esrv_send_item (tmp, op);
1724 else 1543 else
1728 1547
1729 if (op->nrof) 1548 if (op->nrof)
1730 return op; 1549 return op;
1731 else 1550 else
1732 { 1551 {
1733 free_object (op); 1552 op->destroy ();
1734 return NULL; 1553 return 0;
1735 } 1554 }
1736} 1555}
1737 1556
1738/* 1557/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1751 op->carrying += weight; 1570 op->carrying += weight;
1752 op = op->env; 1571 op = op->env;
1753 } 1572 }
1754} 1573}
1755 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1756/* 1595/*
1757 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1758 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1759 * inside the object environment. 1598 * inside the object environment.
1760 * 1599 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1600 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1768 */ 1602 */
1769 1603
1770object * 1604object *
1771insert_ob_in_ob (object *op, object *where) 1605object::insert (object *op)
1772{ 1606{
1773 object * 1607 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1608
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1610 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1611
1797 if (op->more) 1612 if (op->more)
1798 { 1613 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1615 return op;
1802 1617
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1620 if (op->nrof)
1806 { 1621 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1623 if (object::can_merge (tmp, op))
1809 { 1624 {
1810 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1626 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1815 */ 1630 */
1816 add_weight (where, op->weight * op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1819 op = tmp; 1634 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1637 break;
1823 } 1638 }
1824 1639
1825 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1642 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1643 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1644 * the linking below
1830 */ 1645 */
1831 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1832 } 1647 }
1833 else 1648 else
1834 add_weight (where, (op->weight + op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1835 1650
1836 otmp = is_player_inv (where); 1651 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1652 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1654 otmp->update_stats ();
1841 }
1842 1655
1843 op->map = NULL; 1656 op->map = 0;
1844 op->env = where; 1657 op->env = this;
1845 op->above = NULL; 1658 op->above = 0;
1846 op->below = NULL; 1659 op->below = 0;
1847 op->x = 0, op->y = 0; 1660 op->x = 0, op->y = 0;
1848 1661
1849 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1663 if ((op->glow_radius != 0) && map)
1851 { 1664 {
1852#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1668 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1669 update_all_los (map, x, y);
1857 } 1670 }
1858 1671
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1860 * It sure simplifies this function... 1673 * It sure simplifies this function...
1861 */ 1674 */
1862 if (where->inv == NULL) 1675 if (!inv)
1863 where->inv = op; 1676 inv = op;
1864 else 1677 else
1865 { 1678 {
1866 op->below = where->inv; 1679 op->below = inv;
1867 op->below->above = op; 1680 op->below->above = op;
1868 where->inv = op; 1681 inv = op;
1869 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1870 return op; 1686 return op;
1871} 1687}
1872 1688
1873/* 1689/*
1874 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1888 * 1704 *
1889 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1890 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1891 * on top. 1707 * on top.
1892 */ 1708 */
1893
1894int 1709int
1895check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1896{ 1711{
1897 object * 1712 object *tmp;
1898 tmp; 1713 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1905 1715
1906 MoveType 1716 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1717
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1719 return 0;
1913
1914 tag = op->count;
1915 1720
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1724
1935 1740
1936 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1938 */ 1743 */
1939 1744
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1941 { 1746 {
1942 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1749 * we don't need to check all of them.
1945 */ 1750 */
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1787 {
1983 move_apply (tmp, op, originator); 1788 move_apply (tmp, op, originator);
1984 1789
1985 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
1986 return 1; 1791 return 1;
1987 1792
1988 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
2000/* 1805/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2004 */ 1809 */
2005
2006object * 1810object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1812{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
2013 { 1814 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1816 return NULL;
2016 } 1817 }
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2018 if (tmp->arch == at) 1820 if (tmp->arch == at)
2019 return tmp; 1821 return tmp;
1822
2020 return NULL; 1823 return NULL;
2021} 1824}
2022 1825
2023/* 1826/*
2024 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2027 */ 1830 */
2028
2029object * 1831object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
2031{ 1833{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
2036 { 1835 {
2037 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1837 return NULL;
2039 } 1838 }
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2041 if (tmp->type == type) 1841 if (tmp->type == type)
2042 return tmp; 1842 return tmp;
1843
2043 return NULL; 1844 return NULL;
2044} 1845}
2045 1846
2046/* 1847/*
2047 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2050 */ 1851 */
2051
2052object * 1852object *
2053present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
2054{ 1854{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1856 if (tmp->type == type)
2060 return tmp; 1857 return tmp;
1858
2061 return NULL; 1859 return NULL;
2062} 1860}
2063 1861
2064/* 1862/*
2065 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1874 * to be unique.
2077 */ 1875 */
2078
2079object * 1876object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1878{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1881 return tmp;
2089 } 1882
2090 return NULL; 1883 return 0;
2091} 1884}
2092 1885
2093/* 1886/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2097 */ 1890 */
2098
2099object * 1891object *
2100present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2101{ 1893{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1895 if (tmp->arch == at)
2107 return tmp; 1896 return tmp;
1897
2108 return NULL; 1898 return NULL;
2109} 1899}
2110 1900
2111/* 1901/*
2112 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2113 */ 1903 */
2114void 1904void
2115flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2116{ 1906{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1907 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1909 {
2123 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
2125 } 1912 }
2126} /* 1913}
1914
1915/*
2127 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2128 */ 1917 */
2129void 1918void
2130unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
2131{ 1920{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1921 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1923 {
2138 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2140 } 1926 }
2141} 1927}
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
2148 */ 1934 */
2149
2150void 1935void
2151set_cheat (object *op) 1936set_cheat (object *op)
2152{ 1937{
2153 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 1961 * customized, changed states, etc.
2177 */ 1962 */
2178
2179int 1963int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 1965{
2182 int
2183 i,
2184 index = 0, flag; 1966 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2187 1968
2188 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2189 { 1970 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191 if (!flag) 1972 if (!flag)
2192 altern[index++] = i; 1973 altern [index++] = i;
2193 1974
2194 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2201 */ 1982 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 1984 stop = maxfree[i];
2204 } 1985 }
1986
2205 if (!index) 1987 if (!index)
2206 return -1; 1988 return -1;
1989
2207 return altern[RANDOM () % index]; 1990 return altern[RANDOM () % index];
2208} 1991}
2209 1992
2210/* 1993/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 1998 */
2216
2217int 1999int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2001{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2004 return i;
2227 } 2005
2228 return -1; 2006 return -1;
2229} 2007}
2230 2008
2231/* 2009/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2013 */
2235static void 2014static void
2236permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2237{ 2016{
2238 int 2017 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2018 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2019
2249 tmp = arr[i]; 2020 while (--end)
2250 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2022}
2254 2023
2255/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2030 */
2262void 2031void
2263get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2264{ 2033{
2265 int 2034 int i;
2266 i;
2267 2035
2268 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2037 search_arr[i] = i;
2271 }
2272 2038
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2042}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2054 * there is capable of.
2289 */ 2055 */
2290
2291int 2056int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2058{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2297 2060
2298 sint16 nx, ny; 2061 sint16 nx, ny;
2299 object * 2062 object *tmp;
2300 tmp; 2063 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2064
2304 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2305 2066
2306 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2307 { 2068 {
2319 mp = m; 2080 mp = m;
2320 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2322 2083
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2324 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2087 max = maxfree[i];
2327 }
2328 else 2088 else
2329 { 2089 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2331 2093
2332 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2095 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2337 { 2097 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break; 2101 break;
2343 } 2102
2344 }
2345 if (tmp) 2103 if (tmp)
2346 {
2347 return freedir[i]; 2104 return freedir[i];
2348 }
2349 } 2105 }
2350 } 2106 }
2351 } 2107 }
2108
2352 return 0; 2109 return 0;
2353} 2110}
2354 2111
2355/* 2112/*
2356 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2114 * distance between the two given objects.
2358 */ 2115 */
2359
2360int 2116int
2361distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2362{ 2118{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2120}
2369 2121
2370/* 2122/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2374 */ 2126 */
2375
2376int 2127int
2377find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2378{ 2129{
2379 int 2130 int q;
2380 q;
2381 2131
2382 if (y) 2132 if (y)
2383 q = x * 100 / y; 2133 q = x * 100 / y;
2384 else if (x) 2134 else if (x)
2385 q = -300 * x; 2135 q = -300 * x;
2420int 2170int
2421absdir (int d) 2171absdir (int d)
2422{ 2172{
2423 while (d < 1) 2173 while (d < 1)
2424 d += 8; 2174 d += 8;
2175
2425 while (d > 8) 2176 while (d > 8)
2426 d -= 8; 2177 d -= 8;
2178
2427 return d; 2179 return d;
2428} 2180}
2429 2181
2430/* 2182/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2433 */ 2185 */
2434 2186
2435int 2187int
2436dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2437{ 2189{
2438 int 2190 int d;
2439 d;
2440 2191
2441 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2442 if (d > 4) 2193 if (d > 4)
2443 d = 8 - d; 2194 d = 8 - d;
2195
2444 return d; 2196 return d;
2445} 2197}
2446 2198
2447/* peterm: 2199/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2206 * functions.
2455 */ 2207 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2263 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2515 */ 2265 */
2516
2517
2518int 2266int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2268{
2521 sint16 dx, dy; 2269 sint16 dx, dy;
2522 int
2523 mflags; 2270 int mflags;
2524 2271
2525 if (dir < 0) 2272 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2527 2274
2528 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2541 return 0; 2288 return 0;
2542 2289
2543 /* yes, can see. */ 2290 /* yes, can see. */
2544 if (dir < 9) 2291 if (dir < 9)
2545 return 1; 2292 return 1;
2293
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2297}
2549
2550
2551 2298
2552/* 2299/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2300 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2316}
2570 2317
2571
2572/* 2318/*
2573 * create clone from object to another 2319 * create clone from object to another
2574 */ 2320 */
2575object * 2321object *
2576object_create_clone (object *asrc) 2322object_create_clone (object *asrc)
2577{ 2323{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2580 2325
2581 if (!asrc) 2326 if (!asrc)
2582 return NULL; 2327 return 0;
2328
2583 src = asrc; 2329 src = asrc;
2584 if (src->head) 2330 if (src->head)
2585 src = src->head; 2331 src = src->head;
2586 2332
2587 prev = NULL; 2333 prev = 0;
2588 for (part = src; part; part = part->more) 2334 for (part = src; part; part = part->more)
2589 { 2335 {
2590 tmp = get_object (); 2336 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2337 tmp->x -= src->x;
2593 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2594 if (!part->head) 2340 if (!part->head)
2595 { 2341 {
2596 dst = tmp; 2342 dst = tmp;
2597 tmp->head = NULL; 2343 tmp->head = 0;
2598 } 2344 }
2599 else 2345 else
2600 {
2601 tmp->head = dst; 2346 tmp->head = dst;
2602 } 2347
2603 tmp->more = NULL; 2348 tmp->more = 0;
2349
2604 if (prev) 2350 if (prev)
2605 prev->more = tmp; 2351 prev->more = tmp;
2352
2606 prev = tmp; 2353 prev = tmp;
2607 } 2354 }
2608 2355
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2358
2615 return dst; 2359 return dst;
2616} 2360}
2617 2361
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */ 2362/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2638
2639object * 2368object *
2640load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2641{ 2370{
2642 object * 2371 object *op;
2643 op;
2644 char
2645 filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2646 2373
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648 2375
2649 FILE *
2650 tempfile = fopen (filename, "w"); 2376 FILE *tempfile = fopen (filename, "w");
2651 2377
2652 if (tempfile == NULL) 2378 if (tempfile == NULL)
2653 { 2379 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL; 2381 return NULL;
2656 }; 2382 }
2383
2657 fprintf (tempfile, obstr); 2384 fprintf (tempfile, obstr);
2658 fclose (tempfile); 2385 fclose (tempfile);
2659 2386
2660 op = get_object (); 2387 op = object::create ();
2661 2388
2662 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2663 2390
2664 if (thawer) 2391 if (thawer)
2665 load_object (thawer, op, 0); 2392 load_object (thawer, op, 0);
2675 * returns NULL if no match. 2402 * returns NULL if no match.
2676 */ 2403 */
2677object * 2404object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2406{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2409 return tmp;
2686 2410
2687 return NULL; 2411 return 0;
2688} 2412}
2689 2413
2690/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2691 * otherwise return NULL. 2415 * otherwise return NULL.
2692 * 2416 *
2694 * do the desired thing. 2418 * do the desired thing.
2695 */ 2419 */
2696key_value * 2420key_value *
2697get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2698{ 2422{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2424 if (link->key == key)
2705 {
2706 return link; 2425 return link;
2707 }
2708 }
2709 2426
2710 return NULL; 2427 return 0;
2711} 2428}
2712 2429
2713/* 2430/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2432 *
2718 * The returned string is shared. 2435 * The returned string is shared.
2719 */ 2436 */
2720const char * 2437const char *
2721get_ob_key_value (const object *op, const char *const key) 2438get_ob_key_value (const object *op, const char *const key)
2722{ 2439{
2723 key_value * 2440 key_value *link;
2724 link; 2441 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2442
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2443 if (!canonical_key)
2731 { 2444 {
2732 /* 1. There being a field named key on any object 2445 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2446 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2447 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2448 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2449 */
2737 return NULL; 2450 return 0;
2738 } 2451 }
2739 2452
2740 /* This is copied from get_ob_key_link() above - 2453 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2454 * only 4 lines, and saves the function call overhead.
2742 */ 2455 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2456 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2746 {
2747 return link->value; 2458 return link->value;
2748 } 2459
2749 }
2750 return NULL; 2460 return 0;
2751} 2461}
2752 2462
2753 2463
2754/* 2464/*
2755 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2762 * Returns TRUE on success. 2472 * Returns TRUE on success.
2763 */ 2473 */
2764int 2474int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2476{
2767 key_value *
2768 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2769 2478
2770 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2480 {
2772 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2773 { 2482 {
2801 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2802 2511
2803 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2804 2513
2805 if (!add_key) 2514 if (!add_key)
2806 {
2807 return FALSE; 2515 return FALSE;
2808 } 2516
2809 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2813 * should pass in "" 2521 * should pass in ""
2840{ 2548{
2841 shstr key_ (key); 2549 shstr key_ (key);
2842 2550
2843 return set_ob_key_value_s (op, key_, value, add_key); 2551 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2552}
2553
2554object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container)
2556{
2557 while (item->inv)
2558 item = item->inv;
2559}
2560
2561void
2562object::depth_iterator::next ()
2563{
2564 if (item->below)
2565 {
2566 item = item->below;
2567
2568 while (item->inv)
2569 item = item->inv;
2570 }
2571 else
2572 item = item->env;
2573}
2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2604// return a suitable string describing an object in enough detail to find it
2605const char *
2606object::debug_desc (char *info) const
2607{
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626}
2627
2628const char *
2629object::debug_desc () const
2630{
2631 static char info[256 * 4];
2632 return debug_desc (info);
2633}
2634

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