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Comparing deliantra/server/common/object.C (file contents):
Revision 1.33 by root, Tue Sep 12 00:53:56 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 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. */
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 <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
37 40
38object *objects; /* Pointer to the list of used objects */
39object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
40 42
41short 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,
42 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
43}; 45};
50int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
51 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,
52 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
53}; 55};
54 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
55/* 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. */
56static int 135static int
57compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
58{ 137{
59 key_value *wants_field; 138 key_value *wants_field;
62 * 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
63 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
64 */ 143 */
65 144
66 /* For each field in wants, */ 145 /* For each field in wants, */
67 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)
68 { 147 {
69 key_value *has_field; 148 key_value *has_field;
70 149
71 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
106 * 185 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
110 * 189 *
111 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
112 * 191 *
113 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
114 * check weight 193 * check weight
115 */ 194 */
116
117bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 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)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* 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
127 * 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
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (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)
176 return 0; 250 return 0;
177 251
178 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 253 * check all objects in the inventory.
180 */ 254 */
183 /* 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 */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 259 return 0;
186 260
187 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 263 return 0;
190 264
191 /* 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
192 * if it is valid. 266 * if it is valid.
193 */ 267 */
202 276
203 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
205 * check? 279 * check?
206 */ 280 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 282 return 0;
209 283
210 switch (ob1->type) 284 switch (ob1->type)
211 { 285 {
212 case SCROLL: 286 case SCROLL:
254 { 328 {
255 if (inv->inv) 329 if (inv->inv)
256 sum_weight (inv); 330 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 332 }
333
259 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
261 if (op->carrying != sum) 337 if (op->carrying != sum)
262 op->carrying = sum; 338 op->carrying = sum;
339
263 return sum; 340 return sum;
264} 341}
265 342
266/** 343/**
267 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
274 op = op->env; 351 op = op->env;
275 return op; 352 return op;
276} 353}
277 354
278/* 355/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 357 * Some error messages.
296 * 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.
297 */ 359 */
298 360
299void 361char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 362dump_object (object *op)
355{ 363{
356 if (op == NULL) 364 if (!op)
357 { 365 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 366
365void 367 object_freezer freezer;
366dump_all_objects (void) 368 save_object (freezer, op, 1);
367{ 369 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 370}
376 371
377/* 372/*
378 * 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
379 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
399 */ 394 */
400 395
401object * 396object *
402find_object (tag_t i) 397find_object (tag_t i)
403{ 398{
404 object *op; 399 for (object *op = object::first; op; op = op->next)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 400 if (op->count == i)
408 break; 401 return op;
402
409 return op; 403 return 0;
410} 404}
411 405
412/* 406/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
416 */ 410 */
417 411
418object * 412object *
419find_object_name (const char *str) 413find_object_name (const char *str)
420{ 414{
421 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
423 417
424 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
425 if (&op->name == name) 419 if (op->name == str_)
426 break; 420 break;
427 421
428 return op; 422 return op;
429} 423}
430 424
431void 425void
432free_all_object_data () 426free_all_object_data ()
433{ 427{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456} 429}
457 430
458/* 431/*
459 * 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
460 * skill and experience objects. 433 * skill and experience objects.
493 } 466 }
494 467
495 op->key_values = 0; 468 op->key_values = 0;
496} 469}
497 470
498void object::clear ()
499{
500 attachable_base::clear ();
501
502 free_key_values (this);
503
504 owner = 0;
505 name = 0;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/* 471/*
551 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
554 * 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,
555 * 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
556 * will point at garbage. 477 * will point at garbage.
557 */ 478 */
558void 479void
559copy_object (object *op2, object *op) 480object::copy_to (object *dst)
560{ 481{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
563 484
564 op2->clone (op); 485 *(object_copy *)dst = *this;
565 486
566 if (is_freed) 487 if (is_freed)
567 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
568 if (is_removed) 490 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
570 492
571 if (op2->speed < 0) 493 if (speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
573 495
574 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
575 if (op2->key_values) 497 if (key_values)
576 { 498 {
577 key_value *tail = 0; 499 key_value *tail = 0;
578 key_value *i; 500 key_value *i;
579 501
580 op->key_values = 0; 502 dst->key_values = 0;
581 503
582 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
583 { 505 {
584 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
585 507
586 new_link->next = 0; 508 new_link->next = 0;
587 new_link->key = i->key; 509 new_link->key = i->key;
588 new_link->value = i->value; 510 new_link->value = i->value;
589 511
590 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
591 if (!op->key_values) 513 if (!dst->key_values)
592 { 514 {
593 op->key_values = new_link; 515 dst->key_values = new_link;
594 tail = new_link; 516 tail = new_link;
595 } 517 }
596 else 518 else
597 { 519 {
598 tail->next = new_link; 520 tail->next = new_link;
599 tail = new_link; 521 tail = new_link;
600 } 522 }
601 } 523 }
602 } 524 }
603 525
604 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;
605} 535}
606 536
607/* 537/*
608 * 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
609 * 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
610 * 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.
611 */ 541 */
612
613void 542void
614update_turn_face (object *op) 543update_turn_face (object *op)
615{ 544{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 546 return;
547
618 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
620} 550}
621 551
622/* 552/*
623 * 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
624 * 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.
625 * 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.
626 */ 556 */
627void 557void
628update_ob_speed (object *op) 558object::set_speed (float speed)
629{ 559{
630 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
631
632 /* No reason putting the archetypes objects on the speed list,
633 * since they never really need to be updated.
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 { 561 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 563 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 564 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 565
655 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 567
659 if (op->active_next != NULL) 568 if (has_active_speed ())
660 op->active_next->active_prev = op; 569 activate ();
661
662 active_objects = op;
663 }
664 else 570 else
665 { 571 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 572}
689 573
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 574/*
722 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...) 578 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
727 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
729 * 582 *
730 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 584 * current action are:
736 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
738 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
739 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
740 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
741 */ 590 */
742
743void 591void
744update_object (object *op, int action) 592update_object (object *op, int action)
745{ 593{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
748 595
749 if (op == NULL) 596 if (op == NULL)
750 { 597 {
751 /* this should never happen */ 598 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 600 return;
754 } 601 }
755 602
756 if (op->env != NULL) 603 if (op->env)
757 { 604 {
758 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
759 * to do in this case. 606 * to do in this case.
760 */ 607 */
761 return; 608 return;
766 */ 613 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 615 return;
769 616
770 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 619 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 621#ifdef MANY_CORES
775 abort (); 622 abort ();
776#endif 623#endif
777 return; 624 return;
778 } 625 }
779 626
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
787 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
788 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 644 * to have move_allow right now.
812 */ 645 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 648 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 649 }
819 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 652 * that is being removed.
822 */ 653 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 655 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
827 else 658 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 660
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 661 if (op->more)
837 update_object (op->more, action); 662 update_object (op->more, action);
838} 663}
839 664
840static unordered_vector<object *> mortals; 665object *object::first;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size())//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857}
858 666
859object::object () 667object::object ()
860{ 668{
861 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
862 670
863 expmul = 1.0; 671 expmul = 1.0;
864 face = blank_face; 672 face = blank_face;
865 attacked_by_count = -1;
866} 673}
867 674
868object::~object () 675object::~object ()
869{ 676{
870 free_key_values (this); 677 free_key_values (this);
871} 678}
872 679
873void object::link () 680void object::link ()
874{ 681{
875 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
876 684
877 prev = 0; 685 prev = 0;
878 next = objects; 686 next = object::first;
879 687
880 if (objects) 688 if (object::first)
881 objects->prev = this; 689 object::first->prev = this;
882 690
883 objects = this; 691 object::first = this;
884} 692}
885 693
886void object::unlink () 694void object::unlink ()
887{ 695{
888 count = 0; 696 if (this == object::first)
697 object::first = next;
889 698
890 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
894 prev = 0; 703 prev = 0;
895 }
896
897 if (next)
898 {
899 next->prev = prev;
900 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
901 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
902 725
903 if (this == objects) 726 if (active_next)
904 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
905} 829}
906 830
907object *object::create () 831object *object::create ()
908{ 832{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 833 object *op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link (); 834 op->link ();
923 return op; 835 return op;
924} 836}
925 837
926/* 838void
927 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
928 * it from the list of used objects, and puts it on the list of
929 * free objects. The IS_FREED() flag is set in the object.
930 * The object must have been removed by remove_ob() first for
931 * this function to succeed.
932 *
933 * If free_inventory is set, free inventory as well. Else drop items in
934 * inventory to the ground.
935 */
936void object::free (bool free_inventory)
937{ 840{
938 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
939 return; 851 return;
940 852
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
942 remove_friendly_object (this);
943 854
944 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
945 remove_ob (this);
946 856
947 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
948 884
949 if (more) 885 if (more)
950 { 886 {
951 more->free (free_inventory); 887 more->destroy ();
952 more = 0; 888 more = 0;
953 } 889 }
954 890
955 if (inv) 891 // clear those pointers that likely might have circular references to us
956 {
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 {
963 object *op = inv;
964
965 while (op)
966 {
967 object *tmp = op->below;
968 op->free (free_inventory);
969 op = tmp;
970 }
971 }
972 else
973 { /* Put objects in inventory onto this space */
974 object *op = inv;
975
976 while (op)
977 {
978 object *tmp = op->below;
979
980 remove_ob (op);
981
982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984 free_object (op);
985 else
986 {
987 op->x = x;
988 op->y = y;
989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990 }
991
992 op = tmp;
993 }
994 }
995 }
996
997 owner = 0; 892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
998 895
999 /* Remove object from the active list */ 896 // only relevant for players(?), but make sure of it anyways
1000 speed = 0; 897 contr = 0;
1001 update_ob_speed (this); 898}
1002 899
1003 unlink (); 900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
1004 905
1005 mortals.push_back (this); 906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1006} 910}
1007 911
1008/* 912/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1011 */ 915 */
1012
1013void 916void
1014sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1015{ 918{
1016 while (op != NULL) 919 while (op != NULL)
1017 { 920 {
1018 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 } 923
1022 op->carrying -= weight; 924 op->carrying -= weight;
1023 op = op->env; 925 op = op->env;
1024 } 926 }
1025} 927}
1026 928
1027/* remove_ob(op): 929/* op->remove ():
1028 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 934 * the previous environment.
1033 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1034 */ 936 */
1035
1036void 937void
1037remove_ob (object *op) 938object::remove ()
1038{ 939{
940 object *tmp, *last = 0;
1039 object * 941 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 942
1045 tag_t
1046 tag;
1047 int
1048 check_walk_off;
1049 mapstruct *
1050 m;
1051
1052 sint16
1053 x,
1054 y;
1055
1056 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1057 return; 944 return;
1058 945
1059 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1060 948
1061 if (op->more != NULL) 949 if (more)
1062 remove_ob (op->more); 950 more->remove ();
1063 951
1064 /* 952 /*
1065 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1066 * inventory. 954 * inventory.
1067 */ 955 */
1068 if (op->env != NULL) 956 if (env)
1069 { 957 {
1070 if (op->nrof) 958 if (nrof)
1071 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1072 else 960 else
1073 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1074 962
1075 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 965 * to save cpu time.
1078 */ 966 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 968 otmp->update_stats ();
1081 969
1082 if (op->above != NULL) 970 if (above)
1083 op->above->below = op->below; 971 above->below = below;
1084 else 972 else
1085 op->env->inv = op->below; 973 env->inv = below;
1086 974
1087 if (op->below != NULL) 975 if (below)
1088 op->below->above = op->above; 976 below->above = above;
1089 977
1090 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1093 */ 981 */
1094 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1095 op->map = op->env->map; 983 map = env->map;
1096 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1097 op->env = NULL; 985 env = 0;
1098 } 986 }
1099 else if (op->map) 987 else if (map)
1100 { 988 {
1101 x = op->x; 989 if (type == PLAYER)
1102 y = op->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104
1105 if (!m)
1106 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1108 op->map->path, op->x, op->y);
1109 /* in old days, we used to set x and y to 0 and continue.
1110 * it seems if we get into this case, something is probablye
1111 * screwed up and should be fixed.
1112 */
1113 abort ();
1114 } 990 {
1115 991 --map->players;
1116 if (op->map != m) 992 map->touch ();
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */ 993 }
994
995 map->dirty = true;
1123 996
1124 /* link the object above us */ 997 /* link the object above us */
1125 if (op->above) 998 if (above)
1126 op->above->below = op->below; 999 above->below = below;
1127 else 1000 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1129 1002
1130 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1131 if (op->below) 1004 if (below)
1132 op->below->above = op->above; 1005 below->above = above;
1133 else 1006 else
1134 { 1007 {
1135 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1136 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1137 * evident 1010 * evident
1138 */ 1011 */
1139 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1140 { 1013 {
1141 dump_object (op); 1014 char *dump = dump_object (this);
1142 LOG (llevError, 1015 LOG (llevError,
1143 "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); 1016 "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);
1017 free (dump);
1144 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1145 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1146 } 1021 }
1147 1022
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1149 } 1024 }
1150 1025
1151 op->above = 0; 1026 above = 0;
1152 op->below = 0; 1027 below = 0;
1153 1028
1154 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1155 return; 1030 return;
1156 1031
1157 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 1033
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1161 { 1035 {
1162 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1163 * being removed. 1037 * being removed.
1164 */ 1038 */
1165 1039
1166 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1167 { 1041 {
1168 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1170 * appropriately. 1044 * appropriately.
1171 */ 1045 */
1172 if (tmp->container == op) 1046 if (tmp->container == this)
1173 { 1047 {
1174 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1175 tmp->container = NULL; 1049 tmp->container = 0;
1176 } 1050 }
1177 1051
1178 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1179 } 1054 }
1180 1055
1181 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1182 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 { 1060 {
1184 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1185 1062
1186 if (was_destroyed (op, tag)) 1063 if (destroyed ())
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1189 }
1190 } 1065 }
1191 1066
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1194 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1195 tmp->above = NULL; 1070 tmp->above = 0;
1196 1071
1197 last = tmp; 1072 last = tmp;
1198 } 1073 }
1199 1074
1200 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1077 if (!last)
1202 { 1078 map->at (x, y).flags_ = 0;
1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205 * those out anyways, and if there are any flags set right now, they won't
1206 * be correct anyways.
1207 */
1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209 update_position (op->map, op->x, op->y);
1210 }
1211 else 1079 else
1212 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1213 1081
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1216 } 1084 }
1217} 1085}
1218 1086
1219/* 1087/*
1220 * merge_ob(op,top): 1088 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1091 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1094 */
1227
1228object * 1095object *
1229merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1230{ 1097{
1231 if (!op->nrof) 1098 if (!op->nrof)
1232 return 0; 1099 return 0;
1233 1100
1234 if (top == NULL) 1101 if (top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1236 1104
1237 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1238 { 1106 {
1239 if (top == op) 1107 if (top == op)
1240 continue; 1108 continue;
1241 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1242 { 1111 {
1243 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1244 1113
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1247 remove_ob (op); 1116 op->destroy ();
1248 free_object (op);
1249 return top; 1117 return top;
1250 } 1118 }
1251 } 1119 }
1252 1120
1253 return NULL; 1121 return 0;
1254} 1122}
1255 1123
1256/* 1124/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1258 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1259 */ 1127 */
1260object * 1128object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1130{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1132 {
1270 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1271 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1272 } 1135 }
1273 1136
1292 * Return value: 1155 * Return value:
1293 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1158 * just 'op' otherwise
1296 */ 1159 */
1297
1298object * 1160object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1162{
1301 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1302 sint16 x, y; 1164 sint16 x, y;
1303 1165
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1305 { 1167 {
1306 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL; 1169 return NULL;
1308 } 1170 }
1309 1171
1310 if (m == NULL) 1172 if (!m)
1311 { 1173 {
1312 dump_object (op); 1174 char *dump = dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1314 return op; 1177 return op;
1315 } 1178 }
1316 1179
1317 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1318 { 1181 {
1319 dump_object (op); 1182 char *dump = dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1321#ifdef MANY_CORES 1184#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted. 1187 * improperly inserted.
1325 */ 1188 */
1326 abort (); 1189 abort ();
1327#endif 1190#endif
1191 free (dump);
1328 return op; 1192 return op;
1329 } 1193 }
1330 1194
1331 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 { 1196 {
1333 dump_object (op); 1197 char *dump = dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1335 return op; 1200 return op;
1336 } 1201 }
1337 1202
1338 if (op->more != NULL) 1203 if (op->more)
1339 { 1204 {
1340 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1341 1206
1342 object *more = op->more; 1207 object *more = op->more;
1343 1208
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 { 1225 {
1361 if (!op->head) 1226 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363 1228
1364 return NULL; 1229 return 0;
1365 } 1230 }
1366 } 1231 }
1367 1232
1368 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1234
1376 y = op->y; 1241 y = op->y;
1377 1242
1378 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1379 */ 1244 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1383 { 1248 {
1384 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1250 tmp->destroy ();
1386 free_object (tmp);
1387 } 1251 }
1388 1252
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1255
1404 op->below = originator->below; 1268 op->below = originator->below;
1405 1269
1406 if (op->below) 1270 if (op->below)
1407 op->below->above = op; 1271 op->below->above = op;
1408 else 1272 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1410 1274
1411 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1412 originator->below = op; 1276 originator->below = op;
1413 } 1277 }
1414 else 1278 else
1415 { 1279 {
1416 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418 { 1282 {
1419 object *last = NULL; 1283 object *last = 0;
1420 1284
1421 /* 1285 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1428 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1432 */ 1296 */
1433
1434 while (top != NULL) 1297 while (top)
1435 { 1298 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1300 floor = top;
1438 1301
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1460 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1325 * stacking is a bit odd.
1463 */ 1326 */
1464 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466 { 1329 {
1467 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1332 break;
1470 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493 1356
1494 if (op->above) 1357 if (op->above)
1495 op->above->below = op; 1358 op->above->below = op;
1496 1359
1497 op->below = NULL; 1360 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1499 } 1362 }
1500 else 1363 else
1501 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1502 op->above = top->above; 1365 op->above = top->above;
1503 1366
1506 1369
1507 op->below = top; 1370 op->below = top;
1508 top->above = op; 1371 top->above = op;
1509 } 1372 }
1510 1373
1511 if (op->above == NULL) 1374 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1514 1377
1515 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1516 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1517 1386
1518 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1519 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1520 */ 1389 */
1521 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1523 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1524 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1525 1394
1526 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1402 * of effect may be sufficient.
1534 */ 1403 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1537 1406
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1540 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1541 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1543 * 1414 *
1544 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1418 * update_object().
1549 1420
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1552 { 1423 {
1553 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1554 return NULL; 1425 return 0;
1555 1426
1556 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1428 * walk on's.
1558 */ 1429 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1561 return NULL; 1432 return 0;
1562 } 1433 }
1563 1434
1564 return op; 1435 return op;
1565} 1436}
1566 1437
1567/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1568 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1569 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1570 */ 1441 */
1571void 1442void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1444{
1574 object * 1445 object *tmp, *tmp1;
1575 tmp;
1576 object *
1577 tmp1;
1578 1446
1579 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1580 1448
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584 { 1451 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1452
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1591 1454
1592 tmp1->x = op->x; 1455 tmp1->x = op->x;
1593 tmp1->y = op->y; 1456 tmp1->y = op->y;
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1595} 1464}
1596 1465
1597/* 1466/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array. 1471 * global static errmsg array.
1603 */ 1472 */
1604
1605object * 1473object *
1606get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1607{ 1475{
1608 object * 1476 object *newob;
1609 newob;
1610 int
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612 1478
1613 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1614 { 1480 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL; 1482 return NULL;
1617 } 1483 }
1618 1484
1619 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1620 1486
1621 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1622 { 1488 orig_ob->destroy (1);
1623 if (!is_removed)
1624 remove_ob (orig_ob);
1625 free_object2 (orig_ob, 1);
1626 }
1627 else if (!is_removed) 1489 else if (!is_removed)
1628 { 1490 {
1629 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1651 1513
1652object * 1514object *
1653decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1654{ 1516{
1655 object *tmp; 1517 object *tmp;
1656 player *pl;
1657 1518
1658 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1659 return op; 1520 return op;
1660 1521
1661 if (i > op->nrof) 1522 if (i > op->nrof)
1662 i = op->nrof; 1523 i = op->nrof;
1663 1524
1664 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i; 1526 op->nrof -= i;
1666 else if (op->env != NULL) 1527 else if (op->env)
1667 { 1528 {
1668 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1669 * therein? 1530 * therein?
1670 */ 1531 */
1671 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1672 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player. 1537 * and then searching the map for a player.
1677 */ 1538 */
1678 if (!tmp) 1539 if (!tmp)
1679 { 1540 for_all_players (pl)
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1682 break; 1544 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 } 1545 }
1688 1546
1689 if (i < op->nrof) 1547 if (i < op->nrof)
1690 { 1548 {
1691 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i; 1550 op->nrof -= i;
1693 if (tmp) 1551 if (tmp)
1694 {
1695 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1696 }
1697 } 1553 }
1698 else 1554 else
1699 { 1555 {
1700 remove_ob (op); 1556 op->remove ();
1701 op->nrof = 0; 1557 op->nrof = 0;
1702 if (tmp) 1558 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1705 }
1706 } 1560 }
1707 } 1561 }
1708 else 1562 else
1709 { 1563 {
1710 object *above = op->above; 1564 object *above = op->above;
1711 1565
1712 if (i < op->nrof) 1566 if (i < op->nrof)
1713 op->nrof -= i; 1567 op->nrof -= i;
1714 else 1568 else
1715 { 1569 {
1716 remove_ob (op); 1570 op->remove ();
1717 op->nrof = 0; 1571 op->nrof = 0;
1718 } 1572 }
1719 1573
1720 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1722 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1723 { 1577 {
1724 if (op->nrof) 1578 if (op->nrof)
1725 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1726 else 1580 else
1730 1584
1731 if (op->nrof) 1585 if (op->nrof)
1732 return op; 1586 return op;
1733 else 1587 else
1734 { 1588 {
1735 free_object (op); 1589 op->destroy ();
1736 return NULL; 1590 return 0;
1737 } 1591 }
1738} 1592}
1739 1593
1740/* 1594/*
1741 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1753 op->carrying += weight; 1607 op->carrying += weight;
1754 op = op->env; 1608 op = op->env;
1755 } 1609 }
1756} 1610}
1757 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1758/* 1632/*
1759 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1760 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1761 * inside the object environment. 1635 * inside the object environment.
1762 * 1636 *
1763 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764 * the inventory at the last position or next to other objects of the same
1765 * type.
1766 * Frank: Now sorted by type, archetype and magic!
1767 *
1768 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1770 */ 1639 */
1771 1640
1772object * 1641object *
1773insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1774{ 1643{
1775 object * 1644 object *tmp, *otmp;
1776 tmp, *
1777 otmp;
1778 1645
1779 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 { 1647 op->remove ();
1781 dump_object (op);
1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783 return op;
1784 }
1785
1786 if (where == NULL)
1787 {
1788 dump_object (op);
1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790 return op;
1791 }
1792
1793 if (where->head)
1794 {
1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796 where = where->head;
1797 }
1798 1648
1799 if (op->more) 1649 if (op->more)
1800 { 1650 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1652 return op;
1804 1654
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1807 if (op->nrof) 1657 if (op->nrof)
1808 { 1658 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1811 { 1661 {
1812 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1663 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1816 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1817 */ 1667 */
1818 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1819 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1820 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1821 op = tmp; 1671 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1823 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break; 1674 break;
1825 } 1675 }
1826 1676
1827 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1828 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1830 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1831 * the linking below 1681 * the linking below
1832 */ 1682 */
1833 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1834 } 1684 }
1835 else 1685 else
1836 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1837 1687
1838 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1839 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp); 1691 otmp->update_stats ();
1843 }
1844 1692
1845 op->map = NULL; 1693 op->map = 0;
1846 op->env = where; 1694 op->env = this;
1847 op->above = NULL; 1695 op->above = 0;
1848 op->below = NULL; 1696 op->below = 0;
1849 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1850 1698
1851 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1853 { 1701 {
1854#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1858 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1859 } 1707 }
1860 1708
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1862 * It sure simplifies this function... 1710 * It sure simplifies this function...
1863 */ 1711 */
1864 if (where->inv == NULL) 1712 if (!inv)
1865 where->inv = op; 1713 inv = op;
1866 else 1714 else
1867 { 1715 {
1868 op->below = where->inv; 1716 op->below = inv;
1869 op->below->above = op; 1717 op->below->above = op;
1870 where->inv = op; 1718 inv = op;
1871 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1872 return op; 1723 return op;
1873} 1724}
1874 1725
1875/* 1726/*
1876 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1890 * 1741 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1744 * on top.
1894 */ 1745 */
1895
1896int 1746int
1897check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1898{ 1748{
1899 object * 1749 object *tmp;
1900 tmp; 1750 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1907 1752
1908 MoveType 1753 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1754
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1756 return 0;
1915
1916 tag = op->count;
1917 1757
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1761
1937 1777
1938 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1940 */ 1780 */
1941 1781
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1943 { 1783 {
1944 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1786 * we don't need to check all of them.
1947 */ 1787 */
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1824 {
1985 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
1986 1826
1987 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
1988 return 1; 1828 return 1;
1989 1829
1990 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2002/* 1842/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2006 */ 1846 */
2007
2008object * 1847object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1849{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1850 if (m == NULL || out_of_map (m, x, y))
2015 { 1851 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1853 return NULL;
2018 } 1854 }
1855
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2020 if (tmp->arch == at) 1857 if (tmp->arch == at)
2021 return tmp; 1858 return tmp;
1859
2022 return NULL; 1860 return NULL;
2023} 1861}
2024 1862
2025/* 1863/*
2026 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2029 */ 1867 */
2030
2031object * 1868object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2033{ 1870{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2038 { 1872 {
2039 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1874 return NULL;
2041 } 1875 }
1876
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2043 if (tmp->type == type) 1878 if (tmp->type == type)
2044 return tmp; 1879 return tmp;
1880
2045 return NULL; 1881 return NULL;
2046} 1882}
2047 1883
2048/* 1884/*
2049 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2052 */ 1888 */
2053
2054object * 1889object *
2055present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2056{ 1891{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1893 if (tmp->type == type)
2062 return tmp; 1894 return tmp;
1895
2063 return NULL; 1896 return NULL;
2064} 1897}
2065 1898
2066/* 1899/*
2067 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1911 * to be unique.
2079 */ 1912 */
2080
2081object * 1913object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1915{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1918 return tmp;
2091 } 1919
2092 return NULL; 1920 return 0;
2093} 1921}
2094 1922
2095/* 1923/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2099 */ 1927 */
2100
2101object * 1928object *
2102present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2103{ 1930{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1932 if (tmp->arch == at)
2109 return tmp; 1933 return tmp;
1934
2110 return NULL; 1935 return NULL;
2111} 1936}
2112 1937
2113/* 1938/*
2114 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2115 */ 1940 */
2116void 1941void
2117flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2118{ 1943{
2119 object *
2120 tmp;
2121
2122 if (op->inv) 1944 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 { 1946 {
2125 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2127 } 1949 }
2128} /* 1950}
1951
1952/*
2129 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2130 */ 1954 */
2131void 1955void
2132unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2133{ 1957{
2134 object *
2135 tmp;
2136
2137 if (op->inv) 1958 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 { 1960 {
2140 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2142 } 1963 }
2143} 1964}
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2150 */ 1971 */
2151
2152void 1972void
2153set_cheat (object *op) 1973set_cheat (object *op)
2154{ 1974{
2155 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1998 * customized, changed states, etc.
2179 */ 1999 */
2180
2181int 2000int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 2002{
2184 int
2185 i,
2186 index = 0, flag; 2003 int index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2189 2005
2190 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2191 { 2007 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2193 if (!flag) 2009 if (!flag)
2194 altern[index++] = i; 2010 altern [index++] = i;
2195 2011
2196 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2203 */ 2019 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2205 stop = maxfree[i]; 2021 stop = maxfree[i];
2206 } 2022 }
2023
2207 if (!index) 2024 if (!index)
2208 return -1; 2025 return -1;
2026
2209 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2210} 2028}
2211 2029
2212/* 2030/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2035 */
2218
2219int 2036int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2038{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2041 return i;
2229 } 2042
2230 return -1; 2043 return -1;
2231} 2044}
2232 2045
2233/* 2046/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2050 */
2237static void 2051static void
2238permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2239{ 2053{
2240 int 2054 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2055 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2056
2251 tmp = arr[i]; 2057 while (--end)
2252 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2059}
2256 2060
2257/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2259 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2262 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2067 */
2264void 2068void
2265get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2266{ 2070{
2267 int 2071 int i;
2268 i;
2269 2072
2270 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2074 search_arr[i] = i;
2273 }
2274 2075
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2079}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2288 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2289 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2091 * there is capable of.
2291 */ 2092 */
2292
2293int 2093int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2095{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2299 2097
2300 sint16 nx, ny; 2098 sint16 nx, ny;
2301 object * 2099 object *tmp;
2302 tmp; 2100 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2101
2306 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2307 2103
2308 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2309 { 2105 {
2321 mp = m; 2117 mp = m;
2322 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2324 2120
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2326 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2124 max = maxfree[i];
2329 }
2330 else 2125 else
2331 { 2126 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2333 2130
2334 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2132 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2339 { 2134 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break; 2138 break;
2345 } 2139
2346 }
2347 if (tmp) 2140 if (tmp)
2348 {
2349 return freedir[i]; 2141 return freedir[i];
2350 }
2351 } 2142 }
2352 } 2143 }
2353 } 2144 }
2145
2354 return 0; 2146 return 0;
2355} 2147}
2356 2148
2357/* 2149/*
2358 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2151 * distance between the two given objects.
2360 */ 2152 */
2361
2362int 2153int
2363distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2364{ 2155{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2157}
2371 2158
2372/* 2159/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2376 */ 2163 */
2377
2378int 2164int
2379find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2380{ 2166{
2381 int 2167 int q;
2382 q;
2383 2168
2384 if (y) 2169 if (y)
2385 q = x * 100 / y; 2170 q = x * 100 / y;
2386 else if (x) 2171 else if (x)
2387 q = -300 * x; 2172 q = -300 * x;
2422int 2207int
2423absdir (int d) 2208absdir (int d)
2424{ 2209{
2425 while (d < 1) 2210 while (d < 1)
2426 d += 8; 2211 d += 8;
2212
2427 while (d > 8) 2213 while (d > 8)
2428 d -= 8; 2214 d -= 8;
2215
2429 return d; 2216 return d;
2430} 2217}
2431 2218
2432/* 2219/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 */ 2222 */
2436 2223
2437int 2224int
2438dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2439{ 2226{
2440 int 2227 int d;
2441 d;
2442 2228
2443 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2444 if (d > 4) 2230 if (d > 4)
2445 d = 8 - d; 2231 d = 8 - d;
2232
2446 return d; 2233 return d;
2447} 2234}
2448 2235
2449/* peterm: 2236/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2243 * functions.
2457 */ 2244 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2300 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2517 */ 2302 */
2518
2519
2520int 2303int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2305{
2523 sint16 dx, dy; 2306 sint16 dx, dy;
2524 int
2525 mflags; 2307 int mflags;
2526 2308
2527 if (dir < 0) 2309 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2529 2311
2530 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2543 return 0; 2325 return 0;
2544 2326
2545 /* yes, can see. */ 2327 /* yes, can see. */
2546 if (dir < 9) 2328 if (dir < 9)
2547 return 1; 2329 return 1;
2330
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2549 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2334}
2551
2552
2553 2335
2554/* 2336/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2353}
2572 2354
2573
2574/* 2355/*
2575 * create clone from object to another 2356 * create clone from object to another
2576 */ 2357 */
2577object * 2358object *
2578object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2579{ 2360{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2582 2362
2583 if (!asrc) 2363 if (!asrc)
2584 return NULL; 2364 return 0;
2365
2585 src = asrc; 2366 src = asrc;
2586 if (src->head) 2367 if (src->head)
2587 src = src->head; 2368 src = src->head;
2588 2369
2589 prev = NULL; 2370 prev = 0;
2590 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2591 { 2372 {
2592 tmp = get_object (); 2373 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2374 tmp->x -= src->x;
2595 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2596 if (!part->head) 2377 if (!part->head)
2597 { 2378 {
2598 dst = tmp; 2379 dst = tmp;
2599 tmp->head = NULL; 2380 tmp->head = 0;
2600 } 2381 }
2601 else 2382 else
2602 {
2603 tmp->head = dst; 2383 tmp->head = dst;
2604 } 2384
2605 tmp->more = NULL; 2385 tmp->more = 0;
2386
2606 if (prev) 2387 if (prev)
2607 prev->more = tmp; 2388 prev->more = tmp;
2389
2608 prev = tmp; 2390 prev = tmp;
2609 } 2391 }
2610 2392
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2395
2617 return dst; 2396 return dst;
2618} 2397}
2619 2398
2620/* return true if the object was destroyed, 0 otherwise */
2621int
2622was_destroyed (const object *op, tag_t old_tag)
2623{
2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625 * robust */
2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627}
2628
2629/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2630
2631/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2632
2633/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2635/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2636
2637/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2640
2641object * 2405object *
2642load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2643{ 2407{
2644 object * 2408 object *op;
2645 op;
2646 char
2647 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2648 2410
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650 2412
2651 FILE *
2652 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2653 2414
2654 if (tempfile == NULL) 2415 if (tempfile == NULL)
2655 { 2416 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL; 2418 return NULL;
2658 }; 2419 }
2420
2659 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2660 fclose (tempfile); 2422 fclose (tempfile);
2661 2423
2662 op = get_object (); 2424 op = object::create ();
2663 2425
2664 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2665 2427
2666 if (thawer) 2428 if (thawer)
2667 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2677 * returns NULL if no match. 2439 * returns NULL if no match.
2678 */ 2440 */
2679object * 2441object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2443{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2446 return tmp;
2688 2447
2689 return NULL; 2448 return 0;
2690} 2449}
2691 2450
2692/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2452 * otherwise return NULL.
2694 * 2453 *
2696 * do the desired thing. 2455 * do the desired thing.
2697 */ 2456 */
2698key_value * 2457key_value *
2699get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2700{ 2459{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2461 if (link->key == key)
2707 {
2708 return link; 2462 return link;
2709 }
2710 }
2711 2463
2712 return NULL; 2464 return 0;
2713} 2465}
2714 2466
2715/* 2467/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2469 *
2720 * The returned string is shared. 2472 * The returned string is shared.
2721 */ 2473 */
2722const char * 2474const char *
2723get_ob_key_value (const object *op, const char *const key) 2475get_ob_key_value (const object *op, const char *const key)
2724{ 2476{
2725 key_value * 2477 key_value *link;
2726 link; 2478 shstr_cmp canonical_key (key);
2727 const char *
2728 canonical_key;
2729 2479
2730 canonical_key = shstr::find (key);
2731
2732 if (canonical_key == NULL) 2480 if (!canonical_key)
2733 { 2481 {
2734 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2735 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2736 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2737 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2738 */ 2486 */
2739 return NULL; 2487 return 0;
2740 } 2488 }
2741 2489
2742 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2744 */ 2492 */
2745 for (link = op->key_values; link != NULL; link = link->next) 2493 for (link = op->key_values; link; link = link->next)
2746 {
2747 if (link->key == canonical_key) 2494 if (link->key == canonical_key)
2748 {
2749 return link->value; 2495 return link->value;
2750 } 2496
2751 }
2752 return NULL; 2497 return 0;
2753} 2498}
2754 2499
2755 2500
2756/* 2501/*
2757 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2764 * Returns TRUE on success. 2509 * Returns TRUE on success.
2765 */ 2510 */
2766int 2511int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{ 2513{
2769 key_value *
2770 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2771 2515
2772 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2773 { 2517 {
2774 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2775 { 2519 {
2803 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2804 2548
2805 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2806 2550
2807 if (!add_key) 2551 if (!add_key)
2808 {
2809 return FALSE; 2552 return FALSE;
2810 } 2553
2811 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2815 * should pass in "" 2558 * should pass in ""
2843 shstr key_ (key); 2586 shstr key_ (key);
2844 2587
2845 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2846} 2589}
2847 2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2848void 2598void
2849object::deep_iterator::next () 2599object::depth_iterator::next ()
2850{ 2600{
2851 if (item->inv)
2852 item = item->inv;
2853 else if (item->below) 2601 if (item->below)
2602 {
2854 item = item->below; 2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2855 else 2608 else
2856 item = item->env->below; 2609 item = item->env;
2857} 2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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