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Comparing deliantra/server/common/object.C (file contents):
Revision 1.38 by root, Wed Sep 13 01:09:24 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 57};
54 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
277 op = op->env; 353 op = op->env;
278 return op; 354 return op;
279} 355}
280 356
281/* 357/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages. 359 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
300 */ 361 */
301 362
302void 363char *
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 {
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350}
351
352/*
353 * Dumps an object. Returns output in the static global errmsg array.
354 */
355
356void
357dump_object (object *op) 364dump_object (object *op)
358{ 365{
359 if (op == NULL) 366 if (!op)
360 { 367 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 368
368void 369 object_freezer freezer;
369dump_all_objects (void) 370 save_object (freezer, op, 1);
370{ 371 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 372}
379 373
380/* 374/*
381 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
382 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
398} 392}
399 393
400/* 394/*
401 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
402 */ 396 */
403
404object * 397object *
405find_object (tag_t i) 398find_object (tag_t i)
406{ 399{
407 object *op; 400 return ((unsigned int)i) < objects.size ()
408 401 ? objects [i]
409 for (op = objects; op != NULL; op = op->next) 402 : 0;
410 if (op->count == i)
411 break;
412 return op;
413} 403}
414 404
415/* 405/*
416 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
419 */ 409 */
420
421object * 410object *
422find_object_name (const char *str) 411find_object_name (const char *str)
423{ 412{
424 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
425 object *op; 414 object *op;
426 415
427 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
428 if (op->name == str_) 417 if (op->name == str_)
429 break; 418 break;
430 419
431 return op; 420 return op;
432} 421}
433 422
434void 423void
435free_all_object_data () 424free_all_object_data ()
436{ 425{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459} 427}
460 428
461/* 429/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 431 * skill and experience objects.
496 } 464 }
497 465
498 op->key_values = 0; 466 op->key_values = 0;
499} 467}
500 468
501void object::clear ()
502{
503 attachable_base::clear ();
504
505 free_key_values (this);
506
507 owner = 0;
508 name = 0;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/* 469/*
554 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
559 * will point at garbage. 475 * will point at garbage.
560 */ 476 */
561void 477void
562copy_object (object *op2, object *op) 478object::copy_to (object *dst)
563{ 479{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
566 482
567 op2->clone (op); 483 *(object_copy *)dst = *this;
568 484
569 if (is_freed) 485 if (is_freed)
570 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
571 if (is_removed) 488 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
573 490
574 if (op2->speed < 0) 491 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 493
577 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
578 if (op2->key_values) 495 if (key_values)
579 { 496 {
580 key_value *tail = 0; 497 key_value *tail = 0;
581 key_value *i; 498 key_value *i;
582 499
583 op->key_values = 0; 500 dst->key_values = 0;
584 501
585 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
586 { 503 {
587 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
588 505
589 new_link->next = 0; 506 new_link->next = 0;
590 new_link->key = i->key; 507 new_link->key = i->key;
591 new_link->value = i->value; 508 new_link->value = i->value;
592 509
593 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
594 if (!op->key_values) 511 if (!dst->key_values)
595 { 512 {
596 op->key_values = new_link; 513 dst->key_values = new_link;
597 tail = new_link; 514 tail = new_link;
598 } 515 }
599 else 516 else
600 { 517 {
601 tail->next = new_link; 518 tail->next = new_link;
602 tail = new_link; 519 tail = new_link;
603 } 520 }
604 } 521 }
605 } 522 }
606 523
607 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
608} 533}
609 534
610/* 535/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
614 */ 539 */
615
616void 540void
617update_turn_face (object *op) 541update_turn_face (object *op)
618{ 542{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 544 return;
545
621 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
623} 548}
624 549
625/* 550/*
626 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
629 */ 554 */
630void 555void
631update_ob_speed (object *op) 556object::set_speed (float speed)
632{ 557{
633 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 { 559 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 561 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 562 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 563
658 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 565
662 if (op->active_next != NULL) 566 if (has_active_speed ())
663 op->active_next->active_prev = op; 567 activate ();
664
665 active_objects = op;
666 }
667 else 568 else
668 { 569 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 570}
692 571
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 572/*
725 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 576 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
732 * 580 *
733 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 582 * current action are:
739 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
744 */ 588 */
745
746void 589void
747update_object (object *op, int action) 590update_object (object *op, int action)
748{ 591{
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
751 593
752 if (op == NULL) 594 if (op == NULL)
753 { 595 {
754 /* this should never happen */ 596 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return; 598 return;
757 } 599 }
758 600
759 if (op->env != NULL) 601 if (op->env)
760 { 602 {
761 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
762 * to do in this case. 604 * to do in this case.
763 */ 605 */
764 return; 606 return;
769 */ 611 */
770 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return; 613 return;
772 614
773 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 617 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 619#ifdef MANY_CORES
778 abort (); 620 abort ();
779#endif 621#endif
780 return; 622 return;
781 } 623 }
782 624
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
790 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
791 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 642 * to have move_allow right now.
815 */ 643 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 646 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 647 }
822 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 650 * that is being removed.
825 */ 651 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 653 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
830 else 656 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 658
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 659 if (op->more)
840 update_object (op->more, action); 660 update_object (op->more, action);
841} 661}
842 662
843static unordered_vector<object *> mortals; 663object *object::first;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860}
861 664
862object::object () 665object::object ()
863{ 666{
864 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
865 668
866 expmul = 1.0; 669 expmul = 1.0;
867 face = blank_face; 670 face = blank_face;
868 attacked_by_count = -1;
869} 671}
870 672
871object::~object () 673object::~object ()
872{ 674{
873 free_key_values (this); 675 free_key_values (this);
874} 676}
875 677
876void object::link () 678void object::link ()
877{ 679{
878 count = ++ob_count; 680 uuid = gen_uuid ();
879 681
880 prev = 0; 682 refcnt_inc ();
881 next = objects; 683 objects.insert (this);
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887} 684}
888 685
889void object::unlink () 686void object::unlink ()
890{ 687{
891 count = 0; 688 objects.erase (this);
689 refcnt_dec ();
690}
892 691
893 if (this == objects) 692void
894 objects = next; 693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
895 698
896 /* Remove this object from the list of used objects */ 699 if (has_active_speed ())
897 if (prev) 700 actives.insert (this);
898 { 701}
899 prev->next = next; 702
900 prev = 0; 703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
901 } 743 {
902 744 op->flag [flag] = value;
903 if (next) 745 op->set_flag_inv (flag, value);
904 { 746 }
905 next->prev = prev; 747}
906 next = 0; 748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
907 } 794 }
908} 795}
909 796
910object *object::create () 797object *object::create ()
911{ 798{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 799 object *op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link (); 800 op->link ();
926 return op; 801 return op;
927} 802}
928 803
929/* 804void
930 * free_object() frees everything allocated by an object, removes 805object::do_destroy ()
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{ 806{
941 if (QUERY_FLAG (this, FLAG_FREED)) 807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
942 return; 817 return;
943 818
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 819 set_speed (0);
945 remove_friendly_object (this);
946 820
947 if (!QUERY_FLAG (this, FLAG_REMOVED)) 821 flag [FLAG_FREED] = 1;
948 remove_ob (this);
949 822
950 SET_FLAG (this, FLAG_FREED); 823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
951 850
952 if (more) 851 if (more)
953 { 852 {
954 more->free (free_inventory); 853 more->destroy ();
955 more = 0; 854 more = 0;
956 } 855 }
957 856
958 if (inv) 857 // clear those pointers that likely might have circular references to us
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967
968 while (op)
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978
979 while (op)
980 {
981 object *tmp = op->below;
982
983 remove_ob (op);
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0; 858 owner = 0;
859 enemy = 0;
860 attacked_by = 0;
861}
1001 862
1002 /* Remove object from the active list */ 863void
1003 speed = 0; 864object::destroy (bool destroy_inventory)
1004 update_ob_speed (this); 865{
866 if (destroyed ())
867 return;
1005 868
1006 unlink (); 869 if (destroy_inventory)
870 destroy_inv (false);
1007 871
1008 mortals.push_back (this); 872 attachable::destroy ();
1009} 873}
1010 874
1011/* 875/*
1012 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1014 */ 878 */
1015
1016void 879void
1017sub_weight (object *op, signed long weight) 880sub_weight (object *op, signed long weight)
1018{ 881{
1019 while (op != NULL) 882 while (op != NULL)
1020 { 883 {
1021 if (op->type == CONTAINER) 884 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 } 886
1025 op->carrying -= weight; 887 op->carrying -= weight;
1026 op = op->env; 888 op = op->env;
1027 } 889 }
1028} 890}
1029 891
1030/* remove_ob(op): 892/* op->remove ():
1031 * This function removes the object op from the linked list of objects 893 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 894 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 897 * the previous environment.
1036 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1037 */ 899 */
1038
1039void 900void
1040remove_ob (object *op) 901object::remove ()
1041{ 902{
903 object *tmp, *last = 0;
1042 object * 904 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 905
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED)) 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1060 return; 907 return;
1061 908
1062 SET_FLAG (op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1063 911
1064 if (op->more != NULL) 912 if (more)
1065 remove_ob (op->more); 913 more->remove ();
1066 914
1067 /* 915 /*
1068 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1069 * inventory. 917 * inventory.
1070 */ 918 */
1071 if (op->env != NULL) 919 if (env)
1072 { 920 {
1073 if (op->nrof) 921 if (nrof)
1074 sub_weight (op->env, op->weight * op->nrof); 922 sub_weight (env, weight * nrof);
1075 else 923 else
1076 sub_weight (op->env, op->weight + op->carrying); 924 sub_weight (env, weight + carrying);
1077 925
1078 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 928 * to save cpu time.
1081 */ 929 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 931 otmp->update_stats ();
1084 932
1085 if (op->above != NULL) 933 if (above)
1086 op->above->below = op->below; 934 above->below = below;
1087 else 935 else
1088 op->env->inv = op->below; 936 env->inv = below;
1089 937
1090 if (op->below != NULL) 938 if (below)
1091 op->below->above = op->above; 939 below->above = above;
1092 940
1093 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
1096 */ 944 */
1097 op->x = op->env->x, op->y = op->env->y; 945 x = env->x, y = env->y;
1098 op->map = op->env->map; 946 map = env->map;
1099 op->above = NULL, op->below = NULL; 947 above = 0, below = 0;
1100 op->env = NULL; 948 env = 0;
1101 } 949 }
1102 else if (op->map) 950 else if (map)
1103 { 951 {
1104 x = op->x; 952 if (type == PLAYER)
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 } 953 {
1118 954 --map->players;
1119 if (op->map != m) 955 map->touch ();
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */ 956 }
957
958 map->dirty = true;
1126 959
1127 /* link the object above us */ 960 /* link the object above us */
1128 if (op->above) 961 if (above)
1129 op->above->below = op->below; 962 above->below = below;
1130 else 963 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1132 965
1133 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1134 if (op->below) 967 if (below)
1135 op->below->above = op->above; 968 below->above = above;
1136 else 969 else
1137 { 970 {
1138 /* Nothing below, which means we need to relink map object for this space 971 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is 972 * use translated coordinates in case some oddness with map tiling is
1140 * evident 973 * evident
1141 */ 974 */
1142 if (GET_MAP_OB (m, x, y) != op) 975 if (GET_MAP_OB (map, x, y) != this)
1143 { 976 {
1144 dump_object (op); 977 char *dump = dump_object (this);
1145 LOG (llevError, 978 LOG (llevError,
1146 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 979 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
980 free (dump);
1147 dump_object (GET_MAP_OB (m, x, y)); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1148 LOG (llevError, "%s\n", errmsg); 982 LOG (llevError, "%s\n", dump);
983 free (dump);
1149 } 984 }
1150 985
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 986 map->at (x, y).bot = above; /* goes on above it. */
1152 } 987 }
1153 988
1154 op->above = 0; 989 above = 0;
1155 op->below = 0; 990 below = 0;
1156 991
1157 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1158 return; 993 return;
1159 994
1160 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 996
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1164 { 998 {
1165 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1166 * being removed. 1000 * being removed.
1167 */ 1001 */
1168 1002
1169 if (tmp->type == PLAYER && tmp != op) 1003 if (tmp->type == PLAYER && tmp != this)
1170 { 1004 {
1171 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1173 * appropriately. 1007 * appropriately.
1174 */ 1008 */
1175 if (tmp->container == op) 1009 if (tmp->container == this)
1176 { 1010 {
1177 CLEAR_FLAG (op, FLAG_APPLIED); 1011 flag [FLAG_APPLIED] = 0;
1178 tmp->container = NULL; 1012 tmp->container = 0;
1179 } 1013 }
1180 1014
1181 tmp->contr->socket.update_look = 1; 1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1182 } 1017 }
1183 1018
1184 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 { 1023 {
1187 move_apply (tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1188 1025
1189 if (was_destroyed (op, tag)) 1026 if (destroyed ())
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 }
1193 } 1028 }
1194 1029
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1197 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1198 tmp->above = NULL; 1033 tmp->above = 0;
1199 1034
1200 last = tmp; 1035 last = tmp;
1201 } 1036 }
1202 1037
1203 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1040 if (!last)
1205 { 1041 map->at (x, y).flags_ = 0;
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else 1042 else
1215 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1216 1044
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1219 } 1047 }
1220} 1048}
1221 1049
1222/* 1050/*
1223 * merge_ob(op,top): 1051 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1059merge_ob (object *op, object *top)
1232{ 1060{
1233 if (!op->nrof) 1061 if (!op->nrof)
1234 return 0; 1062 return 0;
1235 1063
1236 if (top == NULL) 1064 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1238 1067
1239 for (; top != NULL; top = top->below) 1068 for (; top; top = top->below)
1240 { 1069 {
1241 if (top == op) 1070 if (top == op)
1242 continue; 1071 continue;
1243 if (CAN_MERGE (op, top)) 1072
1073 if (object::can_merge (op, top))
1244 { 1074 {
1245 top->nrof += op->nrof; 1075 top->nrof += op->nrof;
1246 1076
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1079 op->destroy ();
1250 free_object (op);
1251 return top; 1080 return top;
1252 } 1081 }
1253 } 1082 }
1254 1083
1255 return NULL; 1084 return 0;
1256} 1085}
1257 1086
1258/* 1087/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1261 */ 1090 */
1262object * 1091object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1093{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1095 {
1272 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1274 } 1098 }
1275 1099
1294 * Return value: 1118 * Return value:
1295 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1121 * just 'op' otherwise
1298 */ 1122 */
1299
1300object * 1123object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1125{
1303 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1304 sint16 x, y; 1127 sint16 x, y;
1305 1128
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1307 { 1130 {
1308 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL; 1132 return NULL;
1310 } 1133 }
1311 1134
1312 if (m == NULL) 1135 if (!m)
1313 { 1136 {
1314 dump_object (op); 1137 char *dump = dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1316 return op; 1140 return op;
1317 } 1141 }
1318 1142
1319 if (out_of_map (m, op->x, op->y)) 1143 if (out_of_map (m, op->x, op->y))
1320 { 1144 {
1321 dump_object (op); 1145 char *dump = dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1323#ifdef MANY_CORES 1147#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1148 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1149 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1150 * improperly inserted.
1327 */ 1151 */
1328 abort (); 1152 abort ();
1329#endif 1153#endif
1154 free (dump);
1330 return op; 1155 return op;
1331 } 1156 }
1332 1157
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 { 1159 {
1335 dump_object (op); 1160 char *dump = dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1337 return op; 1163 return op;
1338 } 1164 }
1339 1165
1340 if (op->more != NULL) 1166 if (op->more)
1341 { 1167 {
1342 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1343 1169
1344 object *more = op->more; 1170 object *more = op->more;
1345 1171
1346 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1347 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1350 */ 1176 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map) 1179 else if (!more->map)
1354 { 1180 {
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 { 1188 {
1363 if (!op->head) 1189 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1191
1366 return NULL; 1192 return 0;
1367 } 1193 }
1368 } 1194 }
1369 1195
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1197
1378 y = op->y; 1204 y = op->y;
1379 1205
1380 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1381 */ 1207 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1210 if (object::can_merge (op, tmp))
1385 { 1211 {
1386 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1213 tmp->destroy ();
1388 free_object (tmp);
1389 } 1214 }
1390 1215
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1218
1406 op->below = originator->below; 1231 op->below = originator->below;
1407 1232
1408 if (op->below) 1233 if (op->below)
1409 op->below->above = op; 1234 op->below->above = op;
1410 else 1235 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1236 op->ms ().bot = op;
1412 1237
1413 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1414 originator->below = op; 1239 originator->below = op;
1415 } 1240 }
1416 else 1241 else
1417 { 1242 {
1418 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 { 1245 {
1421 object *last = NULL; 1246 object *last = 0;
1422 1247
1423 /* 1248 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1434 */ 1259 */
1435
1436 while (top != NULL) 1260 while (top)
1437 { 1261 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1263 floor = top;
1440 1264
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1462 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1288 * stacking is a bit odd.
1465 */ 1289 */
1466 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 { 1292 {
1469 for (last = top; last != floor; last = last->below) 1293 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1295 break;
1472 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495 1319
1496 if (op->above) 1320 if (op->above)
1497 op->above->below = op; 1321 op->above->below = op;
1498 1322
1499 op->below = NULL; 1323 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1501 } 1325 }
1502 else 1326 else
1503 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1504 op->above = top->above; 1328 op->above = top->above;
1505 1329
1508 1332
1509 op->below = top; 1333 op->below = top;
1510 top->above = op; 1334 top->above = op;
1511 } 1335 }
1512 1336
1513 if (op->above == NULL) 1337 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1338 op->ms ().top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1516 1340
1517 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1518 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1519 1349
1520 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1522 */ 1352 */
1523 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1354 if (object *pl = op->ms ().player ())
1525 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1356 pl->contr->ns->floorbox_update ();
1527 1357
1528 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1365 * of effect may be sufficient.
1536 */ 1366 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1539 1369
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1542 1372
1373 INVOKE_OBJECT (INSERT, op);
1374
1543 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1545 * 1377 *
1546 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1381 * update_object().
1551 1383
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1386 {
1555 if (check_move_on (op, originator)) 1387 if (check_move_on (op, originator))
1556 return NULL; 1388 return 0;
1557 1389
1558 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1391 * walk on's.
1560 */ 1392 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1563 return NULL; 1395 return 0;
1564 } 1396 }
1565 1397
1566 return op; 1398 return op;
1567} 1399}
1568 1400
1569/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1402 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1403 * op is the object to insert it under: supplies x and the map.
1572 */ 1404 */
1573void 1405void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1407{
1576 object * 1408 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1409
1581 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1582 1411
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1414 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1415
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1417
1594 tmp1->x = op->x; 1418 tmp1->x = op->x;
1595 tmp1->y = op->y; 1419 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1597} 1427}
1598 1428
1599/* 1429/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1434 * global static errmsg array.
1605 */ 1435 */
1606
1607object * 1436object *
1608get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1609{ 1438{
1610 object * 1439 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1441
1615 if (orig_ob->nrof < nr) 1442 if (orig_ob->nrof < nr)
1616 { 1443 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1445 return NULL;
1619 } 1446 }
1620 1447
1621 newob = object_create_clone (orig_ob); 1448 newob = object_create_clone (orig_ob);
1622 1449
1623 if ((orig_ob->nrof -= nr) < 1) 1450 if ((orig_ob->nrof -= nr) < 1)
1624 { 1451 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1452 else if (!is_removed)
1630 { 1453 {
1631 if (orig_ob->env != NULL) 1454 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1653 1476
1654object * 1477object *
1655decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1656{ 1479{
1657 object *tmp; 1480 object *tmp;
1658 player *pl;
1659 1481
1660 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1483 return op;
1662 1484
1663 if (i > op->nrof) 1485 if (i > op->nrof)
1664 i = op->nrof; 1486 i = op->nrof;
1665 1487
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1489 op->nrof -= i;
1668 else if (op->env != NULL) 1490 else if (op->env)
1669 { 1491 {
1670 /* is this object in the players inventory, or sub container 1492 /* is this object in the players inventory, or sub container
1671 * therein? 1493 * therein?
1672 */ 1494 */
1673 tmp = is_player_inv (op->env); 1495 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1496 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1497 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1498 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1499 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1500 * and then searching the map for a player.
1679 */ 1501 */
1680 if (!tmp) 1502 if (!tmp)
1681 { 1503 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1684 break; 1507 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1508 }
1690 1509
1691 if (i < op->nrof) 1510 if (i < op->nrof)
1692 { 1511 {
1693 sub_weight (op->env, op->weight * i); 1512 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1513 op->nrof -= i;
1695 if (tmp) 1514 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1515 esrv_send_item (tmp, op);
1698 }
1699 } 1516 }
1700 else 1517 else
1701 { 1518 {
1702 remove_ob (op); 1519 op->remove ();
1703 op->nrof = 0; 1520 op->nrof = 0;
1704 if (tmp) 1521 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1522 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1523 }
1709 } 1524 }
1710 else 1525 else
1711 { 1526 {
1712 object *above = op->above; 1527 object *above = op->above;
1713 1528
1714 if (i < op->nrof) 1529 if (i < op->nrof)
1715 op->nrof -= i; 1530 op->nrof -= i;
1716 else 1531 else
1717 { 1532 {
1718 remove_ob (op); 1533 op->remove ();
1719 op->nrof = 0; 1534 op->nrof = 0;
1720 } 1535 }
1721 1536
1722 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1539 if (tmp->type == PLAYER)
1725 { 1540 {
1726 if (op->nrof) 1541 if (op->nrof)
1727 esrv_send_item (tmp, op); 1542 esrv_send_item (tmp, op);
1728 else 1543 else
1732 1547
1733 if (op->nrof) 1548 if (op->nrof)
1734 return op; 1549 return op;
1735 else 1550 else
1736 { 1551 {
1737 free_object (op); 1552 op->destroy ();
1738 return NULL; 1553 return 0;
1739 } 1554 }
1740} 1555}
1741 1556
1742/* 1557/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1755 op->carrying += weight; 1570 op->carrying += weight;
1756 op = op->env; 1571 op = op->env;
1757 } 1572 }
1758} 1573}
1759 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1760/* 1595/*
1761 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1762 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1763 * inside the object environment. 1598 * inside the object environment.
1764 * 1599 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1600 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1772 */ 1602 */
1773 1603
1774object * 1604object *
1775insert_ob_in_ob (object *op, object *where) 1605object::insert (object *op)
1776{ 1606{
1777 object * 1607 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1608
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1610 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1611
1801 if (op->more) 1612 if (op->more)
1802 { 1613 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1615 return op;
1806 1617
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1620 if (op->nrof)
1810 { 1621 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1623 if (object::can_merge (tmp, op))
1813 { 1624 {
1814 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1626 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1819 */ 1630 */
1820 add_weight (where, op->weight * op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1823 op = tmp; 1634 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1637 break;
1827 } 1638 }
1828 1639
1829 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1642 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1643 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1644 * the linking below
1834 */ 1645 */
1835 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1836 } 1647 }
1837 else 1648 else
1838 add_weight (where, (op->weight + op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1839 1650
1840 otmp = is_player_inv (where); 1651 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1652 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1654 otmp->update_stats ();
1845 }
1846 1655
1847 op->map = NULL; 1656 op->map = 0;
1848 op->env = where; 1657 op->env = this;
1849 op->above = NULL; 1658 op->above = 0;
1850 op->below = NULL; 1659 op->below = 0;
1851 op->x = 0, op->y = 0; 1660 op->x = 0, op->y = 0;
1852 1661
1853 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1663 if ((op->glow_radius != 0) && map)
1855 { 1664 {
1856#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1668 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1669 update_all_los (map, x, y);
1861 } 1670 }
1862 1671
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1673 * It sure simplifies this function...
1865 */ 1674 */
1866 if (where->inv == NULL) 1675 if (!inv)
1867 where->inv = op; 1676 inv = op;
1868 else 1677 else
1869 { 1678 {
1870 op->below = where->inv; 1679 op->below = inv;
1871 op->below->above = op; 1680 op->below->above = op;
1872 where->inv = op; 1681 inv = op;
1873 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1874 return op; 1686 return op;
1875} 1687}
1876 1688
1877/* 1689/*
1878 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1892 * 1704 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1707 * on top.
1896 */ 1708 */
1897
1898int 1709int
1899check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1900{ 1711{
1901 object * 1712 object *tmp;
1902 tmp; 1713 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1909 1715
1910 MoveType 1716 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1717
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1719 return 0;
1917
1918 tag = op->count;
1919 1720
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1724
1939 1740
1940 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1942 */ 1743 */
1943 1744
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1746 {
1946 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1749 * we don't need to check all of them.
1949 */ 1750 */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1787 {
1987 move_apply (tmp, op, originator); 1788 move_apply (tmp, op, originator);
1988 1789
1989 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
1990 return 1; 1791 return 1;
1991 1792
1992 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
2004/* 1805/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2008 */ 1809 */
2009
2010object * 1810object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1812{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
2017 { 1814 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1816 return NULL;
2020 } 1817 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1820 if (tmp->arch == at)
2023 return tmp; 1821 return tmp;
1822
2024 return NULL; 1823 return NULL;
2025} 1824}
2026 1825
2027/* 1826/*
2028 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2031 */ 1830 */
2032
2033object * 1831object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
2035{ 1833{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
2040 { 1835 {
2041 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1837 return NULL;
2043 } 1838 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1841 if (tmp->type == type)
2046 return tmp; 1842 return tmp;
1843
2047 return NULL; 1844 return NULL;
2048} 1845}
2049 1846
2050/* 1847/*
2051 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2054 */ 1851 */
2055
2056object * 1852object *
2057present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
2058{ 1854{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1856 if (tmp->type == type)
2064 return tmp; 1857 return tmp;
1858
2065 return NULL; 1859 return NULL;
2066} 1860}
2067 1861
2068/* 1862/*
2069 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1874 * to be unique.
2081 */ 1875 */
2082
2083object * 1876object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1878{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1881 return tmp;
2093 } 1882
2094 return NULL; 1883 return 0;
2095} 1884}
2096 1885
2097/* 1886/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2101 */ 1890 */
2102
2103object * 1891object *
2104present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2105{ 1893{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1895 if (tmp->arch == at)
2111 return tmp; 1896 return tmp;
1897
2112 return NULL; 1898 return NULL;
2113} 1899}
2114 1900
2115/* 1901/*
2116 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2117 */ 1903 */
2118void 1904void
2119flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2120{ 1906{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1907 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1909 {
2127 SET_FLAG (tmp, flag); 1910 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1911 flag_inv (tmp, flag);
2129 } 1912 }
2130} /* 1913}
1914
1915/*
2131 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2132 */ 1917 */
2133void 1918void
2134unflag_inv (object *op, int flag) 1919unflag_inv (object *op, int flag)
2135{ 1920{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1921 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1923 {
2142 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
2144 } 1926 }
2145} 1927}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
2152 */ 1934 */
2153
2154void 1935void
2155set_cheat (object *op) 1936set_cheat (object *op)
2156{ 1937{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1961 * customized, changed states, etc.
2181 */ 1962 */
2182
2183int 1963int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1965{
2186 int
2187 i,
2188 index = 0, flag; 1966 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2191 1968
2192 for (i = start; i < stop; i++) 1969 for (int i = start; i < stop; i++)
2193 { 1970 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 1972 if (!flag)
2196 altern[index++] = i; 1973 altern [index++] = i;
2197 1974
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2205 */ 1982 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 1984 stop = maxfree[i];
2208 } 1985 }
1986
2209 if (!index) 1987 if (!index)
2210 return -1; 1988 return -1;
1989
2211 return altern[RANDOM () % index]; 1990 return altern[RANDOM () % index];
2212} 1991}
2213 1992
2214/* 1993/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 1998 */
2220
2221int 1999int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2001{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2002 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2004 return i;
2231 } 2005
2232 return -1; 2006 return -1;
2233} 2007}
2234 2008
2235/* 2009/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2013 */
2239static void 2014static void
2240permute (int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2241{ 2016{
2242 int 2017 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2018 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2019
2253 tmp = arr[i]; 2020 while (--end)
2254 arr[i] = arr[j]; 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2022}
2258 2023
2259/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2030 */
2266void 2031void
2267get_search_arr (int *search_arr) 2032get_search_arr (int *search_arr)
2268{ 2033{
2269 int 2034 int i;
2270 i;
2271 2035
2272 for (i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2037 search_arr[i] = i;
2275 }
2276 2038
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2042}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2054 * there is capable of.
2293 */ 2055 */
2294
2295int 2056int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2058{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2301 2060
2302 sint16 nx, ny; 2061 sint16 nx, ny;
2303 object * 2062 object *tmp;
2304 tmp; 2063 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2064
2308 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2309 2066
2310 if (exclude && exclude->head) 2067 if (exclude && exclude->head)
2311 { 2068 {
2323 mp = m; 2080 mp = m;
2324 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2326 2083
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2328 if (mflags & P_OUT_OF_MAP) 2086 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2087 max = maxfree[i];
2331 }
2332 else 2088 else
2333 { 2089 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2335 2093
2336 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2095 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2341 { 2097 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2101 break;
2347 } 2102
2348 }
2349 if (tmp) 2103 if (tmp)
2350 {
2351 return freedir[i]; 2104 return freedir[i];
2352 }
2353 } 2105 }
2354 } 2106 }
2355 } 2107 }
2108
2356 return 0; 2109 return 0;
2357} 2110}
2358 2111
2359/* 2112/*
2360 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2114 * distance between the two given objects.
2362 */ 2115 */
2363
2364int 2116int
2365distance (const object *ob1, const object *ob2) 2117distance (const object *ob1, const object *ob2)
2366{ 2118{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2120}
2373 2121
2374/* 2122/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2378 */ 2126 */
2379
2380int 2127int
2381find_dir_2 (int x, int y) 2128find_dir_2 (int x, int y)
2382{ 2129{
2383 int 2130 int q;
2384 q;
2385 2131
2386 if (y) 2132 if (y)
2387 q = x * 100 / y; 2133 q = x * 100 / y;
2388 else if (x) 2134 else if (x)
2389 q = -300 * x; 2135 q = -300 * x;
2424int 2170int
2425absdir (int d) 2171absdir (int d)
2426{ 2172{
2427 while (d < 1) 2173 while (d < 1)
2428 d += 8; 2174 d += 8;
2175
2429 while (d > 8) 2176 while (d > 8)
2430 d -= 8; 2177 d -= 8;
2178
2431 return d; 2179 return d;
2432} 2180}
2433 2181
2434/* 2182/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2437 */ 2185 */
2438 2186
2439int 2187int
2440dirdiff (int dir1, int dir2) 2188dirdiff (int dir1, int dir2)
2441{ 2189{
2442 int 2190 int d;
2443 d;
2444 2191
2445 d = abs (dir1 - dir2); 2192 d = abs (dir1 - dir2);
2446 if (d > 4) 2193 if (d > 4)
2447 d = 8 - d; 2194 d = 8 - d;
2195
2448 return d; 2196 return d;
2449} 2197}
2450 2198
2451/* peterm: 2199/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2206 * functions.
2459 */ 2207 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2263 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2519 */ 2265 */
2520
2521
2522int 2266int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2268{
2525 sint16 dx, dy; 2269 sint16 dx, dy;
2526 int
2527 mflags; 2270 int mflags;
2528 2271
2529 if (dir < 0) 2272 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2531 2274
2532 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2545 return 0; 2288 return 0;
2546 2289
2547 /* yes, can see. */ 2290 /* yes, can see. */
2548 if (dir < 9) 2291 if (dir < 9)
2549 return 1; 2292 return 1;
2293
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2297}
2553
2554
2555 2298
2556/* 2299/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2300 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2316}
2574 2317
2575
2576/* 2318/*
2577 * create clone from object to another 2319 * create clone from object to another
2578 */ 2320 */
2579object * 2321object *
2580object_create_clone (object *asrc) 2322object_create_clone (object *asrc)
2581{ 2323{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2325
2585 if (!asrc) 2326 if (!asrc)
2586 return NULL; 2327 return 0;
2328
2587 src = asrc; 2329 src = asrc;
2588 if (src->head) 2330 if (src->head)
2589 src = src->head; 2331 src = src->head;
2590 2332
2591 prev = NULL; 2333 prev = 0;
2592 for (part = src; part; part = part->more) 2334 for (part = src; part; part = part->more)
2593 { 2335 {
2594 tmp = get_object (); 2336 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2337 tmp->x -= src->x;
2597 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2598 if (!part->head) 2340 if (!part->head)
2599 { 2341 {
2600 dst = tmp; 2342 dst = tmp;
2601 tmp->head = NULL; 2343 tmp->head = 0;
2602 } 2344 }
2603 else 2345 else
2604 {
2605 tmp->head = dst; 2346 tmp->head = dst;
2606 } 2347
2607 tmp->more = NULL; 2348 tmp->more = 0;
2349
2608 if (prev) 2350 if (prev)
2609 prev->more = tmp; 2351 prev->more = tmp;
2352
2610 prev = tmp; 2353 prev = tmp;
2611 } 2354 }
2612 2355
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2358
2619 return dst; 2359 return dst;
2620} 2360}
2621 2361
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */ 2362/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2642
2643object * 2368object *
2644load_object_str (const char *obstr) 2369load_object_str (const char *obstr)
2645{ 2370{
2646 object * 2371 object *op;
2647 op;
2648 char
2649 filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2650 2373
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652 2375
2653 FILE *
2654 tempfile = fopen (filename, "w"); 2376 FILE *tempfile = fopen (filename, "w");
2655 2377
2656 if (tempfile == NULL) 2378 if (tempfile == NULL)
2657 { 2379 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL; 2381 return NULL;
2660 }; 2382 }
2383
2661 fprintf (tempfile, obstr); 2384 fprintf (tempfile, obstr);
2662 fclose (tempfile); 2385 fclose (tempfile);
2663 2386
2664 op = get_object (); 2387 op = object::create ();
2665 2388
2666 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2667 2390
2668 if (thawer) 2391 if (thawer)
2669 load_object (thawer, op, 0); 2392 load_object (thawer, op, 0);
2679 * returns NULL if no match. 2402 * returns NULL if no match.
2680 */ 2403 */
2681object * 2404object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2406{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2408 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2409 return tmp;
2690 2410
2691 return NULL; 2411 return 0;
2692} 2412}
2693 2413
2694/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2415 * otherwise return NULL.
2696 * 2416 *
2698 * do the desired thing. 2418 * do the desired thing.
2699 */ 2419 */
2700key_value * 2420key_value *
2701get_ob_key_link (const object *ob, const char *key) 2421get_ob_key_link (const object *ob, const char *key)
2702{ 2422{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2423 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2424 if (link->key == key)
2709 {
2710 return link; 2425 return link;
2711 }
2712 }
2713 2426
2714 return NULL; 2427 return 0;
2715} 2428}
2716 2429
2717/* 2430/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2432 *
2759 * Returns TRUE on success. 2472 * Returns TRUE on success.
2760 */ 2473 */
2761int 2474int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2476{
2764 key_value *
2765 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2766 2478
2767 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2768 { 2480 {
2769 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2770 { 2482 {
2798 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2799 2511
2800 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2801 2513
2802 if (!add_key) 2514 if (!add_key)
2803 {
2804 return FALSE; 2515 return FALSE;
2805 } 2516
2806 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2810 * should pass in "" 2521 * should pass in ""
2859 } 2570 }
2860 else 2571 else
2861 item = item->env; 2572 item = item->env;
2862} 2573}
2863 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2864// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2865const char * 2605const char *
2866object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2867{ 2607{
2608 char flagdesc[512];
2868 char info2[256 * 3]; 2609 char info2[256 * 4];
2869 char *p = info; 2610 char *p = info;
2870 2611
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2872 count, 2613 count, uuid.seq,
2873 &name, 2614 &name,
2874 title ? " " : "", 2615 title ? "\",title:" : "",
2875 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2876 2618
2877 if (env) 2619 if (env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2621
2880 if (map) 2622 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2624
2883 return info; 2625 return info;
2884} 2626}
2885 2627
2886const char * 2628const char *
2887object::debug_desc () const 2629object::debug_desc () const
2888{ 2630{
2889 static char info[256 * 3]; 2631 static char info[256 * 4];
2890 return debug_desc (info); 2632 return debug_desc (info);
2891} 2633}
2892 2634

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