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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 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. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 208 * used to store nrof).
130 */ 209 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
203 276
204 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
206 * check? 279 * check?
207 */ 280 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 282 return 0;
210 283
211 switch (ob1->type) 284 switch (ob1->type)
212 { 285 {
213 case SCROLL: 286 case SCROLL:
255 { 328 {
256 if (inv->inv) 329 if (inv->inv)
257 sum_weight (inv); 330 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 332 }
333
260 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
262 if (op->carrying != sum) 337 if (op->carrying != sum)
263 op->carrying = sum; 338 op->carrying = sum;
339
264 return sum; 340 return sum;
265} 341}
266 342
267/** 343/**
268 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
275 op = op->env; 351 op = op->env;
276 return op; 352 return op;
277} 353}
278 354
279/* 355/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 357 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
298 */ 359 */
299 360
300void 361char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 362dump_object (object *op)
356{ 363{
357 if (op == NULL) 364 if (!op)
358 { 365 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 366
366void 367 object_freezer freezer;
367dump_all_objects (void) 368 save_object (freezer, op, 1);
368{ 369 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 370}
377 371
378/* 372/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
400 */ 394 */
401 395
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break; 401 return op;
402
410 return op; 403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 */ 410 */
418 411
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628
629void 557void
630update_ob_speed (object *op) 558object::set_speed (float speed)
631{ 559{
632 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
633
634 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated.
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 561 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 563 speed = 0;
645#endif
646 }
647 if (arch_init)
648 { 564 }
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656 565
657 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
658 * of the list. */ 567
659 op->active_next = active_objects; 568 if (has_active_speed ())
660 if (op->active_next != NULL) 569 activate ();
661 op->active_next->active_prev = op;
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 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 572}
686 573
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 574/*
719 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
721 * 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
722 * invisible object, etc...) 578 * invisible object, etc...)
723 * 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
724 * 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
725 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
726 * 582 *
727 * 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.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 584 * current action are:
733 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
735 * 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
736 * 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.
737 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
738 */ 590 */
739
740void 591void
741update_object (object *op, int action) 592update_object (object *op, int action)
742{ 593{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
745 595
746 if (op == NULL) 596 if (op == NULL)
747 { 597 {
748 /* this should never happen */ 598 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 600 return;
751 } 601 }
752 602
753 if (op->env != NULL) 603 if (op->env)
754 { 604 {
755 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
756 * to do in this case. 606 * to do in this case.
757 */ 607 */
758 return; 608 return;
763 */ 613 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 615 return;
766 616
767 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 619 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 621#ifdef MANY_CORES
772 abort (); 622 abort ();
773#endif 623#endif
774 return; 624 return;
775 } 625 }
776 626
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
784 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
785 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 644 * to have move_allow right now.
809 */ 645 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 648 m.flags_ = 0;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 649 }
816 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 652 * that is being removed.
819 */ 653 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 655 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
824 else 658 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 660
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 661 if (op->more)
834 update_object (op->more, action); 662 update_object (op->more, action);
835} 663}
836 664
837static unordered_vector<object *> mortals; 665object *object::first;
838static std::vector<object *> freed;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854}
855 666
856object::object () 667object::object ()
857{ 668{
858 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
859 670
860 expmul = 1.0; 671 expmul = 1.0;
861 face = blank_face; 672 face = blank_face;
862 attacked_by_count = -1;
863} 673}
864 674
865object::~object () 675object::~object ()
866{ 676{
867 free_key_values (this); 677 free_key_values (this);
868} 678}
869 679
870void object::link () 680void object::link ()
871{ 681{
872 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
873 684
874 prev = 0; 685 prev = 0;
875 next = objects; 686 next = object::first;
876 687
877 if (objects) 688 if (object::first)
878 objects->prev = this; 689 object::first->prev = this;
879 690
880 objects = this; 691 object::first = this;
881} 692}
882 693
883void object::unlink () 694void object::unlink ()
884{ 695{
885 count = 0; 696 if (this == object::first)
697 object::first = next;
886 698
887 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
891 prev = 0; 703 prev = 0;
892 }
893
894 if (next)
895 {
896 next->prev = prev;
897 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 ())
898 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
899 725
900 if (this == objects) 726 if (active_next)
901 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->below)
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->below)
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 }
902} 829}
903 830
904object *object::create () 831object *object::create ()
905{ 832{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 833 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 834 op->link ();
921 return op; 835 return op;
922} 836}
923 837
924/* 838void
925 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 840{
936 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])
937 return; 851 return;
938 852
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 853 set_speed (0);
940 remove_ob (this);
941 854
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 855 flag [FLAG_FREED] = 1;
943 remove_friendly_object (this);
944 856
945 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;
946 884
947 if (more) 885 if (more)
948 { 886 {
949 more->free (free_inventory); 887 more->destroy ();
950 more = 0; 888 more = 0;
951 } 889 }
952 890
953 if (inv) 891 // clear those pointers that likely might have circular references to us
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0; 892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
996 895
997 /* Remove object from the active list */ 896 // only relevant for players(?), but make sure of it anyways
998 speed = 0; 897 contr = 0;
999 update_ob_speed (this); 898}
1000 899
1001 unlink (); 900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
1002 905
1003 mortals.push_back (this); 906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1004} 910}
1005 911
1006/* 912/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1008 * 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)).
1009 */ 915 */
1010
1011void 916void
1012sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1013{ 918{
1014 while (op != NULL) 919 while (op != NULL)
1015 { 920 {
1016 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 923
1020 op->carrying -= weight; 924 op->carrying -= weight;
1021 op = op->env; 925 op = op->env;
1022 } 926 }
1023} 927}
1024 928
1025/* remove_ob(op): 929/* op->remove ():
1026 * 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
1027 * 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
1028 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 934 * the previous environment.
1031 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1032 */ 936 */
1033
1034void 937void
1035remove_ob (object *op) 938object::remove ()
1036{ 939{
940 object *tmp, *last = 0;
1037 object * 941 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 942
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 944 return;
1056 945
1057 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1058 948
1059 if (op->more != NULL) 949 if (more)
1060 remove_ob (op->more); 950 more->remove ();
1061 951
1062 /* 952 /*
1063 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1064 * inventory. 954 * inventory.
1065 */ 955 */
1066 if (op->env != NULL) 956 if (env)
1067 { 957 {
1068 if (op->nrof) 958 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1070 else 960 else
1071 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1072 962
1073 /* 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
1074 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 965 * to save cpu time.
1076 */ 966 */
1077 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))
1078 fix_player (otmp); 968 otmp->update_stats ();
1079 969
1080 if (op->above != NULL) 970 if (above)
1081 op->above->below = op->below; 971 above->below = below;
1082 else 972 else
1083 op->env->inv = op->below; 973 env->inv = below;
1084 974
1085 if (op->below != NULL) 975 if (below)
1086 op->below->above = op->above; 976 below->above = above;
1087 977
1088 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1089 * 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
1090 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1091 */ 981 */
1092 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1093 op->map = op->env->map; 983 map = env->map;
1094 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1095 op->env = NULL; 985 env = 0;
1096 } 986 }
1097 else if (op->map) 987 else if (map)
1098 { 988 {
1099 x = op->x; 989 if (type == PLAYER)
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */
1111 abort ();
1112 } 990 {
1113 991 --map->players;
1114 if (op->map != m) 992 map->touch ();
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */ 993 }
994
995 map->dirty = true;
1121 996
1122 /* link the object above us */ 997 /* link the object above us */
1123 if (op->above) 998 if (above)
1124 op->above->below = op->below; 999 above->below = below;
1125 else 1000 else
1126 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 */
1127 1002
1128 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1129 if (op->below) 1004 if (below)
1130 op->below->above = op->above; 1005 below->above = above;
1131 else 1006 else
1132 { 1007 {
1133 /* 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
1134 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1135 * evident 1010 * evident
1136 */ 1011 */
1137 if (GET_MAP_OB (m, x, y) != op) 1012 if (GET_MAP_OB (map, x, y) != this)
1138 { 1013 {
1139 dump_object (op); 1014 char *dump = dump_object (this);
1140 LOG (llevError, 1015 LOG (llevError,
1141 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 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);
1142 dump_object (GET_MAP_OB (m, x, y)); 1018 dump = dump_object (GET_MAP_OB (map, x, y));
1143 LOG (llevError, "%s\n", errmsg); 1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1144 } 1021 }
1145 1022
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1023 map->at (x, y).bot = above; /* goes on above it. */
1147 } 1024 }
1148 1025
1149 op->above = 0; 1026 above = 0;
1150 op->below = 0; 1027 below = 0;
1151 1028
1152 if (op->map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1153 return; 1030 return;
1154 1031
1155 tag = op->count; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 1033
1158 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)
1159 { 1035 {
1160 /* 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
1161 * being removed. 1037 * being removed.
1162 */ 1038 */
1163 1039
1164 if (tmp->type == PLAYER && tmp != op) 1040 if (tmp->type == PLAYER && tmp != this)
1165 { 1041 {
1166 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1168 * appropriately. 1044 * appropriately.
1169 */ 1045 */
1170 if (tmp->container == op) 1046 if (tmp->container == this)
1171 { 1047 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1048 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1049 tmp->container = 0;
1174 } 1050 }
1175 1051
1176 tmp->contr->socket.update_look = 1; 1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1177 } 1054 }
1178 1055
1179 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1060 {
1182 move_apply (tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1183 1062
1184 if (was_destroyed (op, tag)) 1063 if (destroyed ())
1185 {
1186 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 ());
1187 }
1188 } 1065 }
1189 1066
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1192 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1193 tmp->above = NULL; 1070 tmp->above = 0;
1194 1071
1195 last = tmp; 1072 last = tmp;
1196 } 1073 }
1197 1074
1198 /* 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?
1199 if (last == NULL) 1077 if (!last)
1200 { 1078 map->at (x, y).flags_ = 0;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1079 else
1210 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1211 1081
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1214 } 1084 }
1215} 1085}
1216 1086
1217/* 1087/*
1218 * merge_ob(op,top): 1088 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1091 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1223 * 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
1224 */ 1094 */
1225
1226object * 1095object *
1227merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1228{ 1097{
1229 if (!op->nrof) 1098 if (!op->nrof)
1230 return 0; 1099 return 0;
1231 1100
1232 if (top == NULL) 1101 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1234 1104
1235 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1236 { 1106 {
1237 if (top == op) 1107 if (top == op)
1238 continue; 1108 continue;
1239 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1240 { 1111 {
1241 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1242 1113
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1116 op->destroy ();
1246 free_object (op);
1247 return top; 1117 return top;
1248 } 1118 }
1249 } 1119 }
1250 1120
1251 return NULL; 1121 return 0;
1252} 1122}
1253 1123
1254/* 1124/*
1255 * 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
1256 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1257 */ 1127 */
1258object * 1128object *
1259insert_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)
1260{ 1130{
1261 object *tmp;
1262
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1132 {
1268 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1269 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1270 } 1135 }
1271 1136
1290 * Return value: 1155 * Return value:
1291 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1158 * just 'op' otherwise
1294 */ 1159 */
1295
1296object * 1160object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1162{
1299 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1300 sint16 x, y; 1164 sint16 x, y;
1301 1165
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1303 { 1167 {
1304 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1305 return NULL; 1169 return NULL;
1306 } 1170 }
1307 1171
1308 if (m == NULL) 1172 if (!m)
1309 { 1173 {
1310 dump_object (op); 1174 char *dump = dump_object (op);
1311 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);
1312 return op; 1177 return op;
1313 } 1178 }
1314 1179
1315 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1316 { 1181 {
1317 dump_object (op); 1182 char *dump = dump_object (op);
1318 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);
1319#ifdef MANY_CORES 1184#ifdef MANY_CORES
1320 /* 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
1321 * 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
1322 * improperly inserted. 1187 * improperly inserted.
1323 */ 1188 */
1324 abort (); 1189 abort ();
1325#endif 1190#endif
1191 free (dump);
1326 return op; 1192 return op;
1327 } 1193 }
1328 1194
1329 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 { 1196 {
1331 dump_object (op); 1197 char *dump = dump_object (op);
1332 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);
1333 return op; 1200 return op;
1334 } 1201 }
1335 1202
1336 if (op->more != NULL) 1203 if (op->more)
1337 { 1204 {
1338 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1339 1206
1340 object *more = op->more; 1207 object *more = op->more;
1341 1208
1342 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1343 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1344 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1345 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1346 */ 1213 */
1347 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 else if (!more->map) 1216 else if (!more->map)
1350 { 1217 {
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 { 1225 {
1359 if (!op->head) 1226 if (!op->head)
1360 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");
1361 1228
1362 return NULL; 1229 return 0;
1363 } 1230 }
1364 } 1231 }
1365 1232
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1234
1374 y = op->y; 1241 y = op->y;
1375 1242
1376 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1377 */ 1244 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1379 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)
1380 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1381 { 1248 {
1382 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1250 tmp->destroy ();
1384 free_object (tmp);
1385 } 1251 }
1386 1252
1387 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 */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1255
1402 op->below = originator->below; 1268 op->below = originator->below;
1403 1269
1404 if (op->below) 1270 if (op->below)
1405 op->below->above = op; 1271 op->below->above = op;
1406 else 1272 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1408 1274
1409 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1410 originator->below = op; 1276 originator->below = op;
1411 } 1277 }
1412 else 1278 else
1413 { 1279 {
1414 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1415 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))
1416 { 1282 {
1417 object *last = NULL; 1283 object *last = 0;
1418 1284
1419 /* 1285 /*
1420 * 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.
1421 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1422 * 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
1426 * 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
1427 * 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
1428 * 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
1429 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1430 */ 1296 */
1431
1432 while (top != NULL) 1297 while (top)
1433 { 1298 {
1434 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))
1435 floor = top; 1300 floor = top;
1436 1301
1437 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))
1458 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1325 * stacking is a bit odd.
1461 */ 1326 */
1462 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1464 { 1329 {
1465 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1332 break;
1468 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1490 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1491 1356
1492 if (op->above) 1357 if (op->above)
1493 op->above->below = op; 1358 op->above->below = op;
1494 1359
1495 op->below = NULL; 1360 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1497 } 1362 }
1498 else 1363 else
1499 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1500 op->above = top->above; 1365 op->above = top->above;
1501 1366
1504 1369
1505 op->below = top; 1370 op->below = top;
1506 top->above = op; 1371 top->above = op;
1507 } 1372 }
1508 1373
1509 if (op->above == NULL) 1374 if (!op->above)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1512 1377
1513 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1514 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;
1515 1386
1516 /* 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
1517 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1518 */ 1389 */
1519 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1520 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 ())
1521 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1523 1394
1524 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1525 * 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
1526 * 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
1527 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1528 * 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 -
1529 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1531 * of effect may be sufficient. 1402 * of effect may be sufficient.
1532 */ 1403 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1535 1406
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1538 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1539 /* 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,
1540 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1541 * 1414 *
1542 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1418 * update_object().
1547 1420
1548 /* 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 */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1550 { 1423 {
1551 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1552 return NULL; 1425 return 0;
1553 1426
1554 /* 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
1555 * walk on's. 1428 * walk on's.
1556 */ 1429 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1559 return NULL; 1432 return 0;
1560 } 1433 }
1561 1434
1562 return op; 1435 return op;
1563} 1436}
1564 1437
1565/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1568 */ 1441 */
1569void 1442void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1444{
1572 object * 1445 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1446
1577 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1578 1448
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 { 1451 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1452
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1454
1590 tmp1->x = op->x; 1455 tmp1->x = op->x;
1591 tmp1->y = op->y; 1456 tmp1->y = op->y;
1592 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);
1593} 1464}
1594 1465
1595/* 1466/*
1596 * 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
1597 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1598 * 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).
1599 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array. 1471 * global static errmsg array.
1601 */ 1472 */
1602
1603object * 1473object *
1604get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1605{ 1475{
1606 object * 1476 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1478
1611 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1612 { 1480 {
1613 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);
1614 return NULL; 1482 return NULL;
1615 } 1483 }
1616 1484
1617 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1618 1486
1619 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1620 { 1488 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1489 else if (!is_removed)
1626 { 1490 {
1627 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 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)
1649 1513
1650object * 1514object *
1651decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1652{ 1516{
1653 object *tmp; 1517 object *tmp;
1654 player *pl;
1655 1518
1656 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1520 return op;
1658 1521
1659 if (i > op->nrof) 1522 if (i > op->nrof)
1660 i = op->nrof; 1523 i = op->nrof;
1661 1524
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1526 op->nrof -= i;
1664 else if (op->env != NULL) 1527 else if (op->env)
1665 { 1528 {
1666 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1667 * therein? 1530 * therein?
1668 */ 1531 */
1669 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1537 * and then searching the map for a player.
1675 */ 1538 */
1676 if (!tmp) 1539 if (!tmp)
1677 { 1540 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1680 break; 1544 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1545 }
1686 1546
1687 if (i < op->nrof) 1547 if (i < op->nrof)
1688 { 1548 {
1689 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1550 op->nrof -= i;
1691 if (tmp) 1551 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1694 }
1695 } 1553 }
1696 else 1554 else
1697 { 1555 {
1698 remove_ob (op); 1556 op->remove ();
1699 op->nrof = 0; 1557 op->nrof = 0;
1700 if (tmp) 1558 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1560 }
1705 } 1561 }
1706 else 1562 else
1707 { 1563 {
1708 object *above = op->above; 1564 object *above = op->above;
1709 1565
1710 if (i < op->nrof) 1566 if (i < op->nrof)
1711 op->nrof -= i; 1567 op->nrof -= i;
1712 else 1568 else
1713 { 1569 {
1714 remove_ob (op); 1570 op->remove ();
1715 op->nrof = 0; 1571 op->nrof = 0;
1716 } 1572 }
1717 1573
1718 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1721 { 1577 {
1722 if (op->nrof) 1578 if (op->nrof)
1723 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1724 else 1580 else
1728 1584
1729 if (op->nrof) 1585 if (op->nrof)
1730 return op; 1586 return op;
1731 else 1587 else
1732 { 1588 {
1733 free_object (op); 1589 op->destroy ();
1734 return NULL; 1590 return 0;
1735 } 1591 }
1736} 1592}
1737 1593
1738/* 1594/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1751 op->carrying += weight; 1607 op->carrying += weight;
1752 op = op->env; 1608 op = op->env;
1753 } 1609 }
1754} 1610}
1755 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
1756/* 1632/*
1757 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1758 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1759 * inside the object environment. 1635 * inside the object environment.
1760 * 1636 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1768 */ 1639 */
1769 1640
1770object * 1641object *
1771insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1772{ 1643{
1773 object * 1644 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1645
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1647 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1648
1797 if (op->more) 1649 if (op->more)
1798 { 1650 {
1799 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);
1800 return op; 1652 return op;
1802 1654
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1657 if (op->nrof)
1806 { 1658 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1809 { 1661 {
1810 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1663 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1815 */ 1667 */
1816 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1819 op = tmp; 1671 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1674 break;
1823 } 1675 }
1824 1676
1825 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1681 * the linking below
1830 */ 1682 */
1831 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1832 } 1684 }
1833 else 1685 else
1834 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1835 1687
1836 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1691 otmp->update_stats ();
1841 }
1842 1692
1843 op->map = NULL; 1693 op->map = 0;
1844 op->env = where; 1694 op->env = this;
1845 op->above = NULL; 1695 op->above = 0;
1846 op->below = NULL; 1696 op->below = 0;
1847 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1848 1698
1849 /* 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 */
1850 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1851 { 1701 {
1852#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1853 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);
1854#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1857 } 1707 }
1858 1708
1859 /* 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.
1860 * It sure simplifies this function... 1710 * It sure simplifies this function...
1861 */ 1711 */
1862 if (where->inv == NULL) 1712 if (!inv)
1863 where->inv = op; 1713 inv = op;
1864 else 1714 else
1865 { 1715 {
1866 op->below = where->inv; 1716 op->below = inv;
1867 op->below->above = op; 1717 op->below->above = op;
1868 where->inv = op; 1718 inv = op;
1869 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1870 return op; 1723 return op;
1871} 1724}
1872 1725
1873/* 1726/*
1874 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1888 * 1741 *
1889 * 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
1890 * 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
1891 * on top. 1744 * on top.
1892 */ 1745 */
1893
1894int 1746int
1895check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1896{ 1748{
1897 object * 1749 object *tmp;
1898 tmp; 1750 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1905 1752
1906 MoveType 1753 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1754
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1756 return 0;
1913
1914 tag = op->count;
1915 1757
1916 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);
1917 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);
1918 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);
1919 1761
1935 1777
1936 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1938 */ 1780 */
1939 1781
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1941 { 1783 {
1942 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1943 * 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,
1944 * we don't need to check all of them. 1786 * we don't need to check all of them.
1945 */ 1787 */
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1824 {
1983 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
1984 1826
1985 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
1986 return 1; 1828 return 1;
1987 1829
1988 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2000/* 1842/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2004 */ 1846 */
2005
2006object * 1847object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1849{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
2013 { 1851 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1853 return NULL;
2016 } 1854 }
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2018 if (tmp->arch == at) 1857 if (tmp->arch == at)
2019 return tmp; 1858 return tmp;
1859
2020 return NULL; 1860 return NULL;
2021} 1861}
2022 1862
2023/* 1863/*
2024 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2027 */ 1867 */
2028
2029object * 1868object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2031{ 1870{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2036 { 1872 {
2037 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1874 return NULL;
2039 } 1875 }
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2041 if (tmp->type == type) 1878 if (tmp->type == type)
2042 return tmp; 1879 return tmp;
1880
2043 return NULL; 1881 return NULL;
2044} 1882}
2045 1883
2046/* 1884/*
2047 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2050 */ 1888 */
2051
2052object * 1889object *
2053present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2054{ 1891{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1893 if (tmp->type == type)
2060 return tmp; 1894 return tmp;
1895
2061 return NULL; 1896 return NULL;
2062} 1897}
2063 1898
2064/* 1899/*
2065 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2073 * 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
2074 * 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
2075 * 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
2076 * to be unique. 1911 * to be unique.
2077 */ 1912 */
2078
2079object * 1913object *
2080present_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)
2081{ 1915{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1918 return tmp;
2089 } 1919
2090 return NULL; 1920 return 0;
2091} 1921}
2092 1922
2093/* 1923/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2097 */ 1927 */
2098
2099object * 1928object *
2100present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2101{ 1930{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1932 if (tmp->arch == at)
2107 return tmp; 1933 return tmp;
1934
2108 return NULL; 1935 return NULL;
2109} 1936}
2110 1937
2111/* 1938/*
2112 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2113 */ 1940 */
2114void 1941void
2115flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2116{ 1943{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1944 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1946 {
2123 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2125 } 1949 }
2126} /* 1950}
1951
1952/*
2127 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2128 */ 1954 */
2129void 1955void
2130unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2131{ 1957{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1958 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1960 {
2138 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2140 } 1963 }
2141} 1964}
2144 * 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
2145 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2146 * 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
2147 * 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.
2148 */ 1971 */
2149
2150void 1972void
2151set_cheat (object *op) 1973set_cheat (object *op)
2152{ 1974{
2153 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2173 * 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
2174 * 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
2175 * 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
2176 * customized, changed states, etc. 1998 * customized, changed states, etc.
2177 */ 1999 */
2178
2179int 2000int
2180find_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)
2181{ 2002{
2182 int
2183 i,
2184 index = 0, flag; 2003 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2187 2005
2188 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2189 { 2007 {
2190 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]);
2191 if (!flag) 2009 if (!flag)
2192 altern[index++] = i; 2010 altern [index++] = i;
2193 2011
2194 /* 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.
2195 * 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.
2196 * 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 -
2197 * 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
2198 * 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
2199 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2201 */ 2019 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 2021 stop = maxfree[i];
2204 } 2022 }
2023
2205 if (!index) 2024 if (!index)
2206 return -1; 2025 return -1;
2026
2207 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2208} 2028}
2209 2029
2210/* 2030/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2213 * 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.
2214 * 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.
2215 */ 2035 */
2216
2217int 2036int
2218find_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)
2219{ 2038{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 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]))
2226 return i; 2041 return i;
2227 } 2042
2228 return -1; 2043 return -1;
2229} 2044}
2230 2045
2231/* 2046/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2050 */
2235static void 2051static void
2236permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2237{ 2053{
2238 int 2054 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2055 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2056
2249 tmp = arr[i]; 2057 while (--end)
2250 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2059}
2254 2060
2255/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2067 */
2262void 2068void
2263get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2264{ 2070{
2265 int 2071 int i;
2266 i;
2267 2072
2268 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2074 search_arr[i] = i;
2271 }
2272 2075
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2079}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2091 * there is capable of.
2289 */ 2092 */
2290
2291int 2093int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2095{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2297 2097
2298 sint16 nx, ny; 2098 sint16 nx, ny;
2299 object * 2099 object *tmp;
2300 tmp; 2100 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2101
2304 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2305 2103
2306 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2307 { 2105 {
2319 mp = m; 2117 mp = m;
2320 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2322 2120
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2324 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2124 max = maxfree[i];
2327 }
2328 else 2125 else
2329 { 2126 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2331 2130
2332 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2132 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2337 { 2134 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break; 2138 break;
2343 } 2139
2344 }
2345 if (tmp) 2140 if (tmp)
2346 {
2347 return freedir[i]; 2141 return freedir[i];
2348 }
2349 } 2142 }
2350 } 2143 }
2351 } 2144 }
2145
2352 return 0; 2146 return 0;
2353} 2147}
2354 2148
2355/* 2149/*
2356 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2151 * distance between the two given objects.
2358 */ 2152 */
2359
2360int 2153int
2361distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2362{ 2155{
2363 int
2364 i;
2365
2366 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);
2367 return i;
2368} 2157}
2369 2158
2370/* 2159/*
2371 * 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
2372 * 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
2373 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2374 */ 2163 */
2375
2376int 2164int
2377find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2378{ 2166{
2379 int 2167 int q;
2380 q;
2381 2168
2382 if (y) 2169 if (y)
2383 q = x * 100 / y; 2170 q = x * 100 / y;
2384 else if (x) 2171 else if (x)
2385 q = -300 * x; 2172 q = -300 * x;
2420int 2207int
2421absdir (int d) 2208absdir (int d)
2422{ 2209{
2423 while (d < 1) 2210 while (d < 1)
2424 d += 8; 2211 d += 8;
2212
2425 while (d > 8) 2213 while (d > 8)
2426 d -= 8; 2214 d -= 8;
2215
2427 return d; 2216 return d;
2428} 2217}
2429 2218
2430/* 2219/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2433 */ 2222 */
2434 2223
2435int 2224int
2436dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2437{ 2226{
2438 int 2227 int d;
2439 d;
2440 2228
2441 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2442 if (d > 4) 2230 if (d > 4)
2443 d = 8 - d; 2231 d = 8 - d;
2232
2444 return d; 2233 return d;
2445} 2234}
2446 2235
2447/* peterm: 2236/* peterm:
2448 * 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.
2451 * 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
2452 * 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.
2453 * 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
2454 * functions. 2243 * functions.
2455 */ 2244 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2300 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2515 */ 2302 */
2516
2517
2518int 2303int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2305{
2521 sint16 dx, dy; 2306 sint16 dx, dy;
2522 int
2523 mflags; 2307 int mflags;
2524 2308
2525 if (dir < 0) 2309 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2527 2311
2528 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2541 return 0; 2325 return 0;
2542 2326
2543 /* yes, can see. */ 2327 /* yes, can see. */
2544 if (dir < 9) 2328 if (dir < 9)
2545 return 1; 2329 return 1;
2330
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2334}
2549
2550
2551 2335
2552/* 2336/*
2553 * 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
2554 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2353}
2570 2354
2571
2572/* 2355/*
2573 * create clone from object to another 2356 * create clone from object to another
2574 */ 2357 */
2575object * 2358object *
2576object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2577{ 2360{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2580 2362
2581 if (!asrc) 2363 if (!asrc)
2582 return NULL; 2364 return 0;
2365
2583 src = asrc; 2366 src = asrc;
2584 if (src->head) 2367 if (src->head)
2585 src = src->head; 2368 src = src->head;
2586 2369
2587 prev = NULL; 2370 prev = 0;
2588 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2589 { 2372 {
2590 tmp = get_object (); 2373 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2374 tmp->x -= src->x;
2593 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2594 if (!part->head) 2377 if (!part->head)
2595 { 2378 {
2596 dst = tmp; 2379 dst = tmp;
2597 tmp->head = NULL; 2380 tmp->head = 0;
2598 } 2381 }
2599 else 2382 else
2600 {
2601 tmp->head = dst; 2383 tmp->head = dst;
2602 } 2384
2603 tmp->more = NULL; 2385 tmp->more = 0;
2386
2604 if (prev) 2387 if (prev)
2605 prev->more = tmp; 2388 prev->more = tmp;
2389
2606 prev = tmp; 2390 prev = tmp;
2607 } 2391 }
2608 2392
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2395
2615 return dst; 2396 return dst;
2616} 2397}
2617 2398
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2638
2639object * 2405object *
2640load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2641{ 2407{
2642 object * 2408 object *op;
2643 op;
2644 char
2645 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2646 2410
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648 2412
2649 FILE *
2650 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2651 2414
2652 if (tempfile == NULL) 2415 if (tempfile == NULL)
2653 { 2416 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL; 2418 return NULL;
2656 }; 2419 }
2420
2657 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2658 fclose (tempfile); 2422 fclose (tempfile);
2659 2423
2660 op = get_object (); 2424 op = object::create ();
2661 2425
2662 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2663 2427
2664 if (thawer) 2428 if (thawer)
2665 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2675 * returns NULL if no match. 2439 * returns NULL if no match.
2676 */ 2440 */
2677object * 2441object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2443{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2446 return tmp;
2686 2447
2687 return NULL; 2448 return 0;
2688} 2449}
2689 2450
2690/* 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,
2691 * otherwise return NULL. 2452 * otherwise return NULL.
2692 * 2453 *
2694 * do the desired thing. 2455 * do the desired thing.
2695 */ 2456 */
2696key_value * 2457key_value *
2697get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2698{ 2459{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2461 if (link->key == key)
2705 {
2706 return link; 2462 return link;
2707 }
2708 }
2709 2463
2710 return NULL; 2464 return 0;
2711} 2465}
2712 2466
2713/* 2467/*
2714 * 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.
2715 * 2469 *
2718 * The returned string is shared. 2472 * The returned string is shared.
2719 */ 2473 */
2720const char * 2474const char *
2721get_ob_key_value (const object *op, const char *const key) 2475get_ob_key_value (const object *op, const char *const key)
2722{ 2476{
2723 key_value * 2477 key_value *link;
2724 link; 2478 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2479
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2480 if (!canonical_key)
2731 { 2481 {
2732 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2486 */
2737 return NULL; 2487 return 0;
2738 } 2488 }
2739 2489
2740 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2742 */ 2492 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2493 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2494 if (link->key == canonical_key)
2746 {
2747 return link->value; 2495 return link->value;
2748 } 2496
2749 }
2750 return NULL; 2497 return 0;
2751} 2498}
2752 2499
2753 2500
2754/* 2501/*
2755 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2762 * Returns TRUE on success. 2509 * Returns TRUE on success.
2763 */ 2510 */
2764int 2511int
2765set_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)
2766{ 2513{
2767 key_value *
2768 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2769 2515
2770 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2517 {
2772 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2773 { 2519 {
2801 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2802 2548
2803 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2804 2550
2805 if (!add_key) 2551 if (!add_key)
2806 {
2807 return FALSE; 2552 return FALSE;
2808 } 2553
2809 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2813 * should pass in "" 2558 * should pass in ""
2840{ 2585{
2841 shstr key_ (key); 2586 shstr key_ (key);
2842 2587
2843 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
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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