ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 208 * used to store nrof).
130 */ 209 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
255 { 328 {
256 if (inv->inv) 329 if (inv->inv)
257 sum_weight (inv); 330 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 332 }
333
260 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
262 if (op->carrying != sum) 337 if (op->carrying != sum)
263 op->carrying = sum; 338 op->carrying = sum;
339
264 return sum; 340 return sum;
265} 341}
266 342
267/** 343/**
268 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
275 op = op->env; 351 op = op->env;
276 return op; 352 return op;
277} 353}
278 354
279/* 355/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 357 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
298 */ 359 */
299 360
300void 361char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 362dump_object (object *op)
356{ 363{
357 if (op == NULL) 364 if (!op)
358 { 365 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 366
366void 367 object_freezer freezer;
367dump_all_objects (void) 368 save_object (freezer, op, 1);
368{ 369 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 370}
377 371
378/* 372/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
400 */ 394 */
401 395
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break; 401 return op;
402
410 return op; 403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 */ 410 */
418 411
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628void 557void
629update_ob_speed (object *op) 558object::set_speed (float speed)
630{ 559{
631 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 561 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 563 speed = 0;
644#endif
645 } 564 }
646 565
647 if (arch_init) 566 this->speed = speed;
648 return;
649 567
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
651 { 569 {
652 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
654 return; 572 return;
655 573
656 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
657 * of the list. */ 575 * of the list. */
658 op->active_next = active_objects; 576 active_next = active_objects;
659 577
660 if (op->active_next != NULL) 578 if (active_next)
661 op->active_next->active_prev = op; 579 active_next->active_prev = this;
662 580
663 active_objects = op; 581 active_objects = this;
664 } 582 }
665 else 583 else
666 { 584 {
667 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
669 return; 587 return;
670 588
671 if (op->active_prev == NULL) 589 if (!active_prev)
672 { 590 {
673 active_objects = op->active_next; 591 active_objects = active_next;
674 592
675 if (op->active_next != NULL) 593 if (active_next)
676 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
677 } 595 }
678 else 596 else
679 { 597 {
680 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
681 599
682 if (op->active_next) 600 if (active_next)
683 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
684 } 602 }
685 603
686 op->active_next = NULL; 604 active_next = 0;
687 op->active_prev = NULL; 605 active_prev = 0;
688 }
689}
690
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 { 606 }
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720} 607}
721 608
722/* 609/*
723 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 613 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 614 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 615 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
730 * 617 *
731 * action is a hint of what the caller believes need to be done. 618 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 619 * current action are:
737 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 623 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
742 */ 625 */
743
744void 626void
745update_object (object *op, int action) 627update_object (object *op, int action)
746{ 628{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
749 630
750 if (op == NULL) 631 if (op == NULL)
751 { 632 {
752 /* this should never happen */ 633 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 635 return;
755 } 636 }
756 637
757 if (op->env != NULL) 638 if (op->env)
758 { 639 {
759 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
760 * to do in this case. 641 * to do in this case.
761 */ 642 */
762 return; 643 return;
767 */ 648 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 650 return;
770 651
771 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 654 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 656#ifdef MANY_CORES
776 abort (); 657 abort ();
777#endif 658#endif
778 return; 659 return;
779 } 660 }
780 661
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
788 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
789 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 675 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 677 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 679 * to have move_allow right now.
813 */ 680 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 683 m.flags_ = P_NEED_UPDATE;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 684 }
820 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 687 * that is being removed.
823 */ 688 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
826 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
828 else 693 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 695
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 696 if (op->more)
838 update_object (op->more, action); 697 update_object (op->more, action);
839} 698}
840 699
841static unordered_vector<object *> mortals; 700object::vector object::objects; // not yet used
842static std::vector<object *> freed; 701object *object::first;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859 702
860object::object () 703object::object ()
861{ 704{
862 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
863 706
864 expmul = 1.0; 707 expmul = 1.0;
865 face = blank_face; 708 face = blank_face;
866 attacked_by_count = -1;
867} 709}
868 710
869object::~object () 711object::~object ()
870{ 712{
871 free_key_values (this); 713 free_key_values (this);
872} 714}
873 715
874void object::link () 716void object::link ()
875{ 717{
876 count = ++ob_count; 718 count = ++ob_count;
719 uuid = gen_uuid ();
877 720
878 prev = 0; 721 prev = 0;
879 next = objects; 722 next = object::first;
880 723
881 if (objects) 724 if (object::first)
882 objects->prev = this; 725 object::first->prev = this;
883 726
884 objects = this; 727 object::first = this;
885} 728}
886 729
887void object::unlink () 730void object::unlink ()
888{ 731{
889 count = 0; 732 if (this == object::first)
733 object::first = next;
890 734
891 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next; 736 if (prev) prev->next = next;
737 if (next) next->prev = prev;
738
895 prev = 0; 739 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0; 740 next = 0;
741}
742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
902 } 770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
903 781
904 if (this == objects) 782 active_next = 0;
905 objects = next; 783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
906} 836}
907 837
908object *object::create () 838object *object::create ()
909{ 839{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 840 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 841 op->link ();
924 return op; 842 return op;
925} 843}
926 844
927/* 845void
928 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 847{
939 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
940 return; 858 return;
941 859
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
943 remove_friendly_object (this);
944 861
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
946 remove_ob (this);
947 863
948 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
949 890
950 if (more) 891 if (more)
951 { 892 {
952 more->free (free_inventory); 893 more->destroy ();
953 more = 0; 894 more = 0;
954 } 895 }
955 896
956 if (inv) 897 // clear those pointers that likely might have circular references to us
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0; 898 owner = 0;
899 enemy = 0;
900 attacked_by = 0;
999 901
1000 /* Remove object from the active list */ 902 // only relevant for players(?), but make sure of it anyways
1001 speed = 0; 903 contr = 0;
1002 update_ob_speed (this); 904}
1003 905
1004 unlink (); 906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
1005 911
1006 mortals.push_back (this); 912 if (destroy_inventory)
913 destroy_inv (false);
914
915 attachable::destroy ();
1007} 916}
1008 917
1009/* 918/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1012 */ 921 */
1013
1014void 922void
1015sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
1016{ 924{
1017 while (op != NULL) 925 while (op != NULL)
1018 { 926 {
1019 if (op->type == CONTAINER) 927 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 929
1023 op->carrying -= weight; 930 op->carrying -= weight;
1024 op = op->env; 931 op = op->env;
1025 } 932 }
1026} 933}
1027 934
1028/* remove_ob(op): 935/* op->remove ():
1029 * This function removes the object op from the linked list of objects 936 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 937 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 940 * the previous environment.
1034 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1035 */ 942 */
1036
1037void 943void
1038remove_ob (object *op) 944object::remove ()
1039{ 945{
946 object *tmp, *last = 0;
1040 object * 947 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 948
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 950 return;
1059 951
1060 SET_FLAG (op, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1061 954
1062 if (op->more != NULL) 955 if (more)
1063 remove_ob (op->more); 956 more->remove ();
1064 957
1065 /* 958 /*
1066 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1067 * inventory. 960 * inventory.
1068 */ 961 */
1069 if (op->env != NULL) 962 if (env)
1070 { 963 {
1071 if (op->nrof) 964 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1073 else 966 else
1074 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1075 968
1076 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 971 * to save cpu time.
1079 */ 972 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 974 otmp->update_stats ();
1082 975
1083 if (op->above != NULL) 976 if (above)
1084 op->above->below = op->below; 977 above->below = below;
1085 else 978 else
1086 op->env->inv = op->below; 979 env->inv = below;
1087 980
1088 if (op->below != NULL) 981 if (below)
1089 op->below->above = op->above; 982 below->above = above;
1090 983
1091 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1094 */ 987 */
1095 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1096 op->map = op->env->map; 989 map = env->map;
1097 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1098 op->env = NULL; 991 env = 0;
1099 } 992 }
1100 else if (op->map) 993 else if (map)
1101 { 994 {
1102 x = op->x; 995 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 } 996 {
1116 997 --map->players;
1117 if (op->map != m) 998 map->last_access = runtime;
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */ 999 }
1000
1124 1001
1125 /* link the object above us */ 1002 /* link the object above us */
1126 if (op->above) 1003 if (above)
1127 op->above->below = op->below; 1004 above->below = below;
1128 else 1005 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1130 1007
1131 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1132 if (op->below) 1009 if (below)
1133 op->below->above = op->above; 1010 below->above = above;
1134 else 1011 else
1135 { 1012 {
1136 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1138 * evident 1015 * evident
1139 */ 1016 */
1140 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1141 { 1018 {
1142 dump_object (op); 1019 char *dump = dump_object (this);
1143 LOG (llevError, 1020 LOG (llevError,
1144 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1021 "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);
1022 free (dump);
1145 dump_object (GET_MAP_OB (m, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1146 LOG (llevError, "%s\n", errmsg); 1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1147 } 1026 }
1148 1027
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1150 } 1029 }
1151 1030
1152 op->above = 0; 1031 above = 0;
1153 op->below = 0; 1032 below = 0;
1154 1033
1155 if (op->map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1156 return; 1035 return;
1157 1036
1158 tag = op->count; 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 1038
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1162 { 1040 {
1163 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1164 * being removed. 1042 * being removed.
1165 */ 1043 */
1166 1044
1167 if (tmp->type == PLAYER && tmp != op) 1045 if (tmp->type == PLAYER && tmp != this)
1168 { 1046 {
1169 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1171 * appropriately. 1049 * appropriately.
1172 */ 1050 */
1173 if (tmp->container == op) 1051 if (tmp->container == this)
1174 { 1052 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1054 tmp->container = 0;
1177 } 1055 }
1178 1056
1179 tmp->contr->socket.update_look = 1; 1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1180 } 1059 }
1181 1060
1182 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1065 {
1185 move_apply (tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1186 1067
1187 if (was_destroyed (op, tag)) 1068 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1070 }
1192 1071
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1195 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1196 tmp->above = NULL; 1075 tmp->above = 0;
1197 1076
1198 last = tmp; 1077 last = tmp;
1199 } 1078 }
1200 1079
1201 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1082 if (!last)
1203 { 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1084 else
1213 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1214 1086
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1217 } 1089 }
1218} 1090}
1219 1091
1220/* 1092/*
1221 * merge_ob(op,top): 1093 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1096 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1099 */
1228
1229object * 1100object *
1230merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1231{ 1102{
1232 if (!op->nrof) 1103 if (!op->nrof)
1233 return 0; 1104 return 0;
1234 1105
1235 if (top == NULL) 1106 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1237 1109
1238 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1239 { 1111 {
1240 if (top == op) 1112 if (top == op)
1241 continue; 1113 continue;
1242 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1243 { 1116 {
1244 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1245 1118
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1121 op->destroy ();
1249 free_object (op);
1250 return top; 1122 return top;
1251 } 1123 }
1252 } 1124 }
1253 1125
1254 return NULL; 1126 return 0;
1255} 1127}
1256 1128
1257/* 1129/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1259 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1260 */ 1132 */
1261object * 1133object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1135{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1137 {
1271 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1272 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1273 } 1140 }
1274 1141
1293 * Return value: 1160 * Return value:
1294 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1163 * just 'op' otherwise
1297 */ 1164 */
1298
1299object * 1165object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1167{
1302 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1303 sint16 x, y; 1169 sint16 x, y;
1304 1170
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1171 if (QUERY_FLAG (op, FLAG_FREED))
1306 { 1172 {
1307 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL; 1174 return NULL;
1309 } 1175 }
1310 1176
1311 if (m == NULL) 1177 if (!m)
1312 { 1178 {
1313 dump_object (op); 1179 char *dump = dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1315 return op; 1182 return op;
1316 } 1183 }
1317 1184
1318 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1319 { 1186 {
1320 dump_object (op); 1187 char *dump = dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1322#ifdef MANY_CORES 1189#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1192 * improperly inserted.
1326 */ 1193 */
1327 abort (); 1194 abort ();
1328#endif 1195#endif
1196 free (dump);
1329 return op; 1197 return op;
1330 } 1198 }
1331 1199
1332 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 { 1201 {
1334 dump_object (op); 1202 char *dump = dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1336 return op; 1205 return op;
1337 } 1206 }
1338 1207
1339 if (op->more != NULL) 1208 if (op->more)
1340 { 1209 {
1341 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1342 1211
1343 object *more = op->more; 1212 object *more = op->more;
1344 1213
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 { 1230 {
1362 if (!op->head) 1231 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364 1233
1365 return NULL; 1234 return 0;
1366 } 1235 }
1367 } 1236 }
1368 1237
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1239
1377 y = op->y; 1246 y = op->y;
1378 1247
1379 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1380 */ 1249 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1384 { 1253 {
1385 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1255 tmp->destroy ();
1387 free_object (tmp);
1388 } 1256 }
1389 1257
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1260
1405 op->below = originator->below; 1273 op->below = originator->below;
1406 1274
1407 if (op->below) 1275 if (op->below)
1408 op->below->above = op; 1276 op->below->above = op;
1409 else 1277 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1411 1279
1412 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1413 originator->below = op; 1281 originator->below = op;
1414 } 1282 }
1415 else 1283 else
1416 { 1284 {
1417 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1419 { 1287 {
1420 object *last = NULL; 1288 object *last = 0;
1421 1289
1422 /* 1290 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1433 */ 1301 */
1434
1435 while (top != NULL) 1302 while (top)
1436 { 1303 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1305 floor = top;
1439 1306
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1461 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1330 * stacking is a bit odd.
1464 */ 1331 */
1465 if (!(flag & INS_ON_TOP) && 1332 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 { 1334 {
1468 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1337 break;
1471 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494 1361
1495 if (op->above) 1362 if (op->above)
1496 op->above->below = op; 1363 op->above->below = op;
1497 1364
1498 op->below = NULL; 1365 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1500 } 1367 }
1501 else 1368 else
1502 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1503 op->above = top->above; 1370 op->above = top->above;
1504 1371
1507 1374
1508 op->below = top; 1375 op->below = top;
1509 top->above = op; 1376 top->above = op;
1510 } 1377 }
1511 1378
1512 if (op->above == NULL) 1379 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1515 1382
1516 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1517 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1518 1389
1519 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1521 */ 1392 */
1522 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1526 1397
1527 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1534 * of effect may be sufficient. 1405 * of effect may be sufficient.
1535 */ 1406 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1538 1409
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1541 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1542 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1544 * 1417 *
1545 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1421 * update_object().
1550 1423
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 { 1426 {
1554 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1555 return NULL; 1428 return 0;
1556 1429
1557 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1431 * walk on's.
1559 */ 1432 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1562 return NULL; 1435 return 0;
1563 } 1436 }
1564 1437
1565 return op; 1438 return op;
1566} 1439}
1567 1440
1568/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1571 */ 1444 */
1572void 1445void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1447{
1575 object * 1448 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1449
1580 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1581 1451
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 { 1454 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1455
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1457
1593 tmp1->x = op->x; 1458 tmp1->x = op->x;
1594 tmp1->y = op->y; 1459 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1596} 1467}
1597 1468
1598/* 1469/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1474 * global static errmsg array.
1604 */ 1475 */
1605
1606object * 1476object *
1607get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1608{ 1478{
1609 object * 1479 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1481
1614 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1615 { 1483 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1485 return NULL;
1618 } 1486 }
1619 1487
1620 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1621 1489
1622 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1623 { 1491 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1492 else if (!is_removed)
1629 { 1493 {
1630 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1652 1516
1653object * 1517object *
1654decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1655{ 1519{
1656 object *tmp; 1520 object *tmp;
1657 player *pl;
1658 1521
1659 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1523 return op;
1661 1524
1662 if (i > op->nrof) 1525 if (i > op->nrof)
1663 i = op->nrof; 1526 i = op->nrof;
1664 1527
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1529 op->nrof -= i;
1667 else if (op->env != NULL) 1530 else if (op->env)
1668 { 1531 {
1669 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1670 * therein? 1533 * therein?
1671 */ 1534 */
1672 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1540 * and then searching the map for a player.
1678 */ 1541 */
1679 if (!tmp) 1542 if (!tmp)
1680 { 1543 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1683 break; 1547 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1548 }
1689 1549
1690 if (i < op->nrof) 1550 if (i < op->nrof)
1691 { 1551 {
1692 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1553 op->nrof -= i;
1694 if (tmp) 1554 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1697 }
1698 } 1556 }
1699 else 1557 else
1700 { 1558 {
1701 remove_ob (op); 1559 op->remove ();
1702 op->nrof = 0; 1560 op->nrof = 0;
1703 if (tmp) 1561 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1563 }
1708 } 1564 }
1709 else 1565 else
1710 { 1566 {
1711 object *above = op->above; 1567 object *above = op->above;
1712 1568
1713 if (i < op->nrof) 1569 if (i < op->nrof)
1714 op->nrof -= i; 1570 op->nrof -= i;
1715 else 1571 else
1716 { 1572 {
1717 remove_ob (op); 1573 op->remove ();
1718 op->nrof = 0; 1574 op->nrof = 0;
1719 } 1575 }
1720 1576
1721 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1724 { 1580 {
1725 if (op->nrof) 1581 if (op->nrof)
1726 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1727 else 1583 else
1731 1587
1732 if (op->nrof) 1588 if (op->nrof)
1733 return op; 1589 return op;
1734 else 1590 else
1735 { 1591 {
1736 free_object (op); 1592 op->destroy ();
1737 return NULL; 1593 return 0;
1738 } 1594 }
1739} 1595}
1740 1596
1741/* 1597/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1754 op->carrying += weight; 1610 op->carrying += weight;
1755 op = op->env; 1611 op = op->env;
1756 } 1612 }
1757} 1613}
1758 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1759/* 1635/*
1760 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1761 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1762 * inside the object environment. 1638 * inside the object environment.
1763 * 1639 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1771 */ 1642 */
1772 1643
1773object * 1644object *
1774insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1775{ 1646{
1776 object * 1647 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1648
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1650 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1651
1800 if (op->more) 1652 if (op->more)
1801 { 1653 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1655 return op;
1805 1657
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1660 if (op->nrof)
1809 { 1661 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1812 { 1664 {
1813 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1666 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1818 */ 1670 */
1819 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1822 op = tmp; 1674 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1677 break;
1826 } 1678 }
1827 1679
1828 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1684 * the linking below
1833 */ 1685 */
1834 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1835 } 1687 }
1836 else 1688 else
1837 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1838 1690
1839 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1694 otmp->update_stats ();
1844 }
1845 1695
1846 op->map = NULL; 1696 op->map = 0;
1847 op->env = where; 1697 op->env = this;
1848 op->above = NULL; 1698 op->above = 0;
1849 op->below = NULL; 1699 op->below = 0;
1850 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1851 1701
1852 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1854 { 1704 {
1855#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1860 } 1710 }
1861 1711
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1713 * It sure simplifies this function...
1864 */ 1714 */
1865 if (where->inv == NULL) 1715 if (!inv)
1866 where->inv = op; 1716 inv = op;
1867 else 1717 else
1868 { 1718 {
1869 op->below = where->inv; 1719 op->below = inv;
1870 op->below->above = op; 1720 op->below->above = op;
1871 where->inv = op; 1721 inv = op;
1872 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1873 return op; 1726 return op;
1874} 1727}
1875 1728
1876/* 1729/*
1877 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1891 * 1744 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1747 * on top.
1895 */ 1748 */
1896
1897int 1749int
1898check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1899{ 1751{
1900 object * 1752 object *tmp;
1901 tmp; 1753 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1754 int x = op->x, y = op->y;
1908 1755
1909 MoveType 1756 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1757
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1759 return 0;
1916
1917 tag = op->count;
1918 1760
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1764
1938 1780
1939 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1941 */ 1783 */
1942 1784
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1944 { 1786 {
1945 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1789 * we don't need to check all of them.
1948 */ 1790 */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1827 {
1986 move_apply (tmp, op, originator); 1828 move_apply (tmp, op, originator);
1987 1829
1988 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
1989 return 1; 1831 return 1;
1990 1832
1991 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
2003/* 1845/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2007 */ 1849 */
2008
2009object * 1850object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1852{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
2016 { 1854 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1856 return NULL;
2019 } 1857 }
1858
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2021 if (tmp->arch == at) 1860 if (tmp->arch == at)
2022 return tmp; 1861 return tmp;
1862
2023 return NULL; 1863 return NULL;
2024} 1864}
2025 1865
2026/* 1866/*
2027 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
2030 */ 1870 */
2031
2032object * 1871object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
2034{ 1873{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
2039 { 1875 {
2040 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1877 return NULL;
2042 } 1878 }
1879
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2044 if (tmp->type == type) 1881 if (tmp->type == type)
2045 return tmp; 1882 return tmp;
1883
2046 return NULL; 1884 return NULL;
2047} 1885}
2048 1886
2049/* 1887/*
2050 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2053 */ 1891 */
2054
2055object * 1892object *
2056present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2057{ 1894{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1896 if (tmp->type == type)
2063 return tmp; 1897 return tmp;
1898
2064 return NULL; 1899 return NULL;
2065} 1900}
2066 1901
2067/* 1902/*
2068 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1914 * to be unique.
2080 */ 1915 */
2081
2082object * 1916object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1918{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1921 return tmp;
2092 } 1922
2093 return NULL; 1923 return 0;
2094} 1924}
2095 1925
2096/* 1926/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2100 */ 1930 */
2101
2102object * 1931object *
2103present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2104{ 1933{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1935 if (tmp->arch == at)
2110 return tmp; 1936 return tmp;
1937
2111 return NULL; 1938 return NULL;
2112} 1939}
2113 1940
2114/* 1941/*
2115 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2116 */ 1943 */
2117void 1944void
2118flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2119{ 1946{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1947 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1949 {
2126 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2128 } 1952 }
2129} /* 1953}
1954
1955/*
2130 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2131 */ 1957 */
2132void 1958void
2133unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2134{ 1960{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1961 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1963 {
2141 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2143 } 1966 }
2144} 1967}
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
2151 */ 1974 */
2152
2153void 1975void
2154set_cheat (object *op) 1976set_cheat (object *op)
2155{ 1977{
2156 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 2001 * customized, changed states, etc.
2180 */ 2002 */
2181
2182int 2003int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 2005{
2185 int
2186 i,
2187 index = 0, flag; 2006 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2190 2008
2191 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2192 { 2010 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 2012 if (!flag)
2195 altern[index++] = i; 2013 altern [index++] = i;
2196 2014
2197 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2204 */ 2022 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 2024 stop = maxfree[i];
2207 } 2025 }
2026
2208 if (!index) 2027 if (!index)
2209 return -1; 2028 return -1;
2029
2210 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2211} 2031}
2212 2032
2213/* 2033/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2038 */
2219
2220int 2039int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2041{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2044 return i;
2230 } 2045
2231 return -1; 2046 return -1;
2232} 2047}
2233 2048
2234/* 2049/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2053 */
2238static void 2054static void
2239permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2240{ 2056{
2241 int 2057 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2058 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2059
2252 tmp = arr[i]; 2060 while (--end)
2253 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2062}
2257 2063
2258/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2070 */
2265void 2071void
2266get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2267{ 2073{
2268 int 2074 int i;
2269 i;
2270 2075
2271 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2077 search_arr[i] = i;
2274 }
2275 2078
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2082}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2094 * there is capable of.
2292 */ 2095 */
2293
2294int 2096int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2098{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2300 2100
2301 sint16 nx, ny; 2101 sint16 nx, ny;
2302 object * 2102 object *tmp;
2303 tmp; 2103 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2104
2307 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2308 2106
2309 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2310 { 2108 {
2322 mp = m; 2120 mp = m;
2323 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2325 2123
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2327 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2127 max = maxfree[i];
2330 }
2331 else 2128 else
2332 { 2129 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2334 2133
2335 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2135 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2340 { 2137 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break; 2141 break;
2346 } 2142
2347 }
2348 if (tmp) 2143 if (tmp)
2349 {
2350 return freedir[i]; 2144 return freedir[i];
2351 }
2352 } 2145 }
2353 } 2146 }
2354 } 2147 }
2148
2355 return 0; 2149 return 0;
2356} 2150}
2357 2151
2358/* 2152/*
2359 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2154 * distance between the two given objects.
2361 */ 2155 */
2362
2363int 2156int
2364distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2365{ 2158{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2160}
2372 2161
2373/* 2162/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2377 */ 2166 */
2378
2379int 2167int
2380find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2381{ 2169{
2382 int 2170 int q;
2383 q;
2384 2171
2385 if (y) 2172 if (y)
2386 q = x * 100 / y; 2173 q = x * 100 / y;
2387 else if (x) 2174 else if (x)
2388 q = -300 * x; 2175 q = -300 * x;
2423int 2210int
2424absdir (int d) 2211absdir (int d)
2425{ 2212{
2426 while (d < 1) 2213 while (d < 1)
2427 d += 8; 2214 d += 8;
2215
2428 while (d > 8) 2216 while (d > 8)
2429 d -= 8; 2217 d -= 8;
2218
2430 return d; 2219 return d;
2431} 2220}
2432 2221
2433/* 2222/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 */ 2225 */
2437 2226
2438int 2227int
2439dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2440{ 2229{
2441 int 2230 int d;
2442 d;
2443 2231
2444 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2445 if (d > 4) 2233 if (d > 4)
2446 d = 8 - d; 2234 d = 8 - d;
2235
2447 return d; 2236 return d;
2448} 2237}
2449 2238
2450/* peterm: 2239/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2246 * functions.
2458 */ 2247 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2303 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2518 */ 2305 */
2519
2520
2521int 2306int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2308{
2524 sint16 dx, dy; 2309 sint16 dx, dy;
2525 int
2526 mflags; 2310 int mflags;
2527 2311
2528 if (dir < 0) 2312 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2530 2314
2531 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2544 return 0; 2328 return 0;
2545 2329
2546 /* yes, can see. */ 2330 /* yes, can see. */
2547 if (dir < 9) 2331 if (dir < 9)
2548 return 1; 2332 return 1;
2333
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2337}
2552
2553
2554 2338
2555/* 2339/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2356}
2573 2357
2574
2575/* 2358/*
2576 * create clone from object to another 2359 * create clone from object to another
2577 */ 2360 */
2578object * 2361object *
2579object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2580{ 2363{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2365
2584 if (!asrc) 2366 if (!asrc)
2585 return NULL; 2367 return 0;
2368
2586 src = asrc; 2369 src = asrc;
2587 if (src->head) 2370 if (src->head)
2588 src = src->head; 2371 src = src->head;
2589 2372
2590 prev = NULL; 2373 prev = 0;
2591 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2592 { 2375 {
2593 tmp = get_object (); 2376 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2377 tmp->x -= src->x;
2596 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2597 if (!part->head) 2380 if (!part->head)
2598 { 2381 {
2599 dst = tmp; 2382 dst = tmp;
2600 tmp->head = NULL; 2383 tmp->head = 0;
2601 } 2384 }
2602 else 2385 else
2603 {
2604 tmp->head = dst; 2386 tmp->head = dst;
2605 } 2387
2606 tmp->more = NULL; 2388 tmp->more = 0;
2389
2607 if (prev) 2390 if (prev)
2608 prev->more = tmp; 2391 prev->more = tmp;
2392
2609 prev = tmp; 2393 prev = tmp;
2610 } 2394 }
2611 2395
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2398
2618 return dst; 2399 return dst;
2619} 2400}
2620 2401
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */ 2402/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2641
2642object * 2408object *
2643load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2644{ 2410{
2645 object * 2411 object *op;
2646 op;
2647 char
2648 filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2649 2413
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651 2415
2652 FILE *
2653 tempfile = fopen (filename, "w"); 2416 FILE *tempfile = fopen (filename, "w");
2654 2417
2655 if (tempfile == NULL) 2418 if (tempfile == NULL)
2656 { 2419 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL; 2421 return NULL;
2659 }; 2422 }
2423
2660 fprintf (tempfile, obstr); 2424 fprintf (tempfile, obstr);
2661 fclose (tempfile); 2425 fclose (tempfile);
2662 2426
2663 op = get_object (); 2427 op = object::create ();
2664 2428
2665 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2666 2430
2667 if (thawer) 2431 if (thawer)
2668 load_object (thawer, op, 0); 2432 load_object (thawer, op, 0);
2678 * returns NULL if no match. 2442 * returns NULL if no match.
2679 */ 2443 */
2680object * 2444object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2446{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2449 return tmp;
2689 2450
2690 return NULL; 2451 return 0;
2691} 2452}
2692 2453
2693/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2455 * otherwise return NULL.
2695 * 2456 *
2697 * do the desired thing. 2458 * do the desired thing.
2698 */ 2459 */
2699key_value * 2460key_value *
2700get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2701{ 2462{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2464 if (link->key == key)
2708 {
2709 return link; 2465 return link;
2710 }
2711 }
2712 2466
2713 return NULL; 2467 return 0;
2714} 2468}
2715 2469
2716/* 2470/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2472 *
2721 * The returned string is shared. 2475 * The returned string is shared.
2722 */ 2476 */
2723const char * 2477const char *
2724get_ob_key_value (const object *op, const char *const key) 2478get_ob_key_value (const object *op, const char *const key)
2725{ 2479{
2726 key_value * 2480 key_value *link;
2727 link; 2481 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2482
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2483 if (!canonical_key)
2734 { 2484 {
2735 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2489 */
2740 return NULL; 2490 return 0;
2741 } 2491 }
2742 2492
2743 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2745 */ 2495 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2496 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2497 if (link->key == canonical_key)
2749 {
2750 return link->value; 2498 return link->value;
2751 } 2499
2752 }
2753 return NULL; 2500 return 0;
2754} 2501}
2755 2502
2756 2503
2757/* 2504/*
2758 * Updates the canonical_key in op to value. 2505 * Updates the canonical_key in op to value.
2765 * Returns TRUE on success. 2512 * Returns TRUE on success.
2766 */ 2513 */
2767int 2514int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2516{
2770 key_value *
2771 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2772 2518
2773 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2520 {
2775 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2776 { 2522 {
2804 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2805 2551
2806 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2807 2553
2808 if (!add_key) 2554 if (!add_key)
2809 {
2810 return FALSE; 2555 return FALSE;
2811 } 2556
2812 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2816 * should pass in "" 2561 * should pass in ""
2844 shstr key_ (key); 2589 shstr key_ (key);
2845 2590
2846 return set_ob_key_value_s (op, key_, value, add_key); 2591 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2592}
2848 2593
2594object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container)
2596{
2597 while (item->inv)
2598 item = item->inv;
2599}
2600
2849void 2601void
2850object::deep_iterator::next () 2602object::depth_iterator::next ()
2851{ 2603{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2604 if (item->below)
2605 {
2855 item = item->below; 2606 item = item->below;
2607
2608 while (item->inv)
2609 item = item->inv;
2610 }
2856 else 2611 else
2857 item = item->env->below; 2612 item = item->env;
2858} 2613}
2614
2615// return a suitable string describing an objetc in enough detail to find it
2616const char *
2617object::debug_desc (char *info) const
2618{
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635}
2636
2637const char *
2638object::debug_desc () const
2639{
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642}
2643

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines