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Comparing deliantra/server/common/object.C (file contents):
Revision 1.33 by root, Tue Sep 12 00:53:56 2006 UTC vs.
Revision 1.111 by root, Mon Jan 8 01:19:02 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:
254 { 330 {
255 if (inv->inv) 331 if (inv->inv)
256 sum_weight (inv); 332 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 334 }
335
259 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
261 if (op->carrying != sum) 339 if (op->carrying != sum)
262 op->carrying = sum; 340 op->carrying = sum;
341
263 return sum; 342 return sum;
264} 343}
265 344
266/** 345/**
267 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
274 op = op->env; 353 op = op->env;
275 return op; 354 return op;
276} 355}
277 356
278/* 357/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 359 * Some error messages.
296 * 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.
297 */ 361 */
298 362
299void 363char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 364dump_object (object *op)
355{ 365{
356 if (op == NULL) 366 if (!op)
357 { 367 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 368
365void 369 object_freezer freezer;
366dump_all_objects (void) 370 save_object (freezer, op, 1);
367{ 371 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 372}
376 373
377/* 374/*
378 * 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
379 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
395} 392}
396 393
397/* 394/*
398 * 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.
399 */ 396 */
400
401object * 397object *
402find_object (tag_t i) 398find_object (tag_t i)
403{ 399{
404 object *op; 400 return ((unsigned int)i) < objects.size ()
405 401 ? objects [i]
406 for (op = objects; op != NULL; op = op->next) 402 : 0;
407 if (op->count == i)
408 break;
409 return op;
410} 403}
411 404
412/* 405/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
416 */ 409 */
417
418object * 410object *
419find_object_name (const char *str) 411find_object_name (const char *str)
420{ 412{
421 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
422 object *op; 414 object *op;
423 415
424 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
425 if (&op->name == name) 417 if (op->name == str_)
426 break; 418 break;
427 419
428 return op; 420 return op;
429} 421}
430 422
431void 423void
432free_all_object_data () 424free_all_object_data ()
433{ 425{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456} 427}
457 428
458/* 429/*
459 * 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
460 * skill and experience objects. 431 * skill and experience objects.
493 } 464 }
494 465
495 op->key_values = 0; 466 op->key_values = 0;
496} 467}
497 468
498void object::clear ()
499{
500 attachable_base::clear ();
501
502 free_key_values (this);
503
504 owner = 0;
505 name = 0;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/* 469/*
551 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
554 * 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,
555 * 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
556 * will point at garbage. 475 * will point at garbage.
557 */ 476 */
558void 477void
559copy_object (object *op2, object *op) 478object::copy_to (object *dst)
560{ 479{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
563 482
564 op2->clone (op); 483 *(object_copy *)dst = *this;
565 484
566 if (is_freed) 485 if (is_freed)
567 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
568 if (is_removed) 488 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
570 490
571 if (op2->speed < 0) 491 if (speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
573 493
574 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
575 if (op2->key_values) 495 if (key_values)
576 { 496 {
577 key_value *tail = 0; 497 key_value *tail = 0;
578 key_value *i; 498 key_value *i;
579 499
580 op->key_values = 0; 500 dst->key_values = 0;
581 501
582 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
583 { 503 {
584 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
585 505
586 new_link->next = 0; 506 new_link->next = 0;
587 new_link->key = i->key; 507 new_link->key = i->key;
588 new_link->value = i->value; 508 new_link->value = i->value;
589 509
590 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
591 if (!op->key_values) 511 if (!dst->key_values)
592 { 512 {
593 op->key_values = new_link; 513 dst->key_values = new_link;
594 tail = new_link; 514 tail = new_link;
595 } 515 }
596 else 516 else
597 { 517 {
598 tail->next = new_link; 518 tail->next = new_link;
599 tail = new_link; 519 tail = new_link;
600 } 520 }
601 } 521 }
602 } 522 }
603 523
604 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;
605} 533}
606 534
607/* 535/*
608 * 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
609 * 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
610 * 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.
611 */ 539 */
612
613void 540void
614update_turn_face (object *op) 541update_turn_face (object *op)
615{ 542{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 544 return;
545
618 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
620} 548}
621 549
622/* 550/*
623 * 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
624 * 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.
625 * 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.
626 */ 554 */
627void 555void
628update_ob_speed (object *op) 556object::set_speed (float speed)
629{ 557{
630 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
631
632 /* No reason putting the archetypes objects on the speed list,
633 * since they never really need to be updated.
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 { 559 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 561 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 562 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 563
655 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 565
659 if (op->active_next != NULL) 566 if (has_active_speed ())
660 op->active_next->active_prev = op; 567 activate ();
661
662 active_objects = op;
663 }
664 else 568 else
665 { 569 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 570}
689 571
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 572/*
722 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
724 * 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
725 * invisible object, etc...) 576 * invisible object, etc...)
726 * 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
727 * 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
728 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
729 * 580 *
730 * 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.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 582 * current action are:
736 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
738 * 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
739 * 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.
740 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
741 */ 588 */
742
743void 589void
744update_object (object *op, int action) 590update_object (object *op, int action)
745{ 591{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
748 593
749 if (op == NULL) 594 if (op == NULL)
750 { 595 {
751 /* this should never happen */ 596 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 598 return;
754 } 599 }
755 600
756 if (op->env != NULL) 601 if (op->env)
757 { 602 {
758 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
759 * to do in this case. 604 * to do in this case.
760 */ 605 */
761 return; 606 return;
766 */ 611 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 613 return;
769 614
770 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 617 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 619#ifdef MANY_CORES
775 abort (); 620 abort ();
776#endif 621#endif
777 return; 622 return;
778 } 623 }
779 624
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
787 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
788 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 642 * to have move_allow right now.
812 */ 643 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 646 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 647 }
819 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 650 * that is being removed.
822 */ 651 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 653 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
827 else 656 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 658
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 659 if (op->more)
837 update_object (op->more, action); 660 update_object (op->more, action);
838} 661}
839 662
840static unordered_vector<object *> mortals; 663object *object::first;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size())//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857}
858 664
859object::object () 665object::object ()
860{ 666{
861 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
862 668
863 expmul = 1.0; 669 expmul = 1.0;
864 face = blank_face; 670 face = blank_face;
865 attacked_by_count = -1;
866} 671}
867 672
868object::~object () 673object::~object ()
869{ 674{
870 free_key_values (this); 675 free_key_values (this);
871} 676}
872 677
873void object::link () 678void object::link ()
874{ 679{
875 count = ++ob_count; 680 assert (!count);//D
681 uuid = gen_uuid ();
876 682
877 prev = 0; 683 refcnt_inc ();
878 next = objects; 684 objects.insert (this);
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884} 685}
885 686
886void object::unlink () 687void object::unlink ()
887{ 688{
888 count = 0; 689 assert (count);//D
690 objects.erase (this);
691 refcnt_dec ();
692}
889 693
890 /* Remove this object from the list of used objects */ 694void
891 if (prev) 695object::activate ()
892 { 696{
893 prev->next = next; 697 /* If already on active list, don't do anything */
894 prev = 0; 698 if (active)
699 return;
700
701 if (has_active_speed ())
702 actives.insert (this);
703}
704
705void
706object::activate_recursive ()
707{
708 activate ();
709
710 for (object *op = inv; op; op = op->below)
711 op->activate_recursive ();
712}
713
714/* This function removes object 'op' from the list of active
715 * objects.
716 * This should only be used for style maps or other such
717 * reference maps where you don't want an object that isn't
718 * in play chewing up cpu time getting processed.
719 * The reverse of this is to call update_ob_speed, which
720 * will do the right thing based on the speed of the object.
721 */
722void
723object::deactivate ()
724{
725 /* If not on the active list, nothing needs to be done */
726 if (!active)
727 return;
728
729 actives.erase (this);
730}
731
732void
733object::deactivate_recursive ()
734{
735 for (object *op = inv; op; op = op->below)
736 op->deactivate_recursive ();
737
738 deactivate ();
739}
740
741void
742object::set_flag_inv (int flag, int value)
743{
744 for (object *op = inv; op; op = op->below)
895 } 745 {
896 746 op->flag [flag] = value;
897 if (next) 747 op->set_flag_inv (flag, value);
898 { 748 }
899 next->prev = prev; 749}
900 next = 0; 750
751/*
752 * Remove and free all objects in the inventory of the given object.
753 * object.c ?
754 */
755void
756object::destroy_inv (bool drop_to_ground)
757{
758 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory,
762 // cf will crash below with off-map x and y
763 if (!inv)
764 return;
765
766 /* Only if the space blocks everything do we not process -
767 * if some form of movement is allowed, let objects
768 * drop on that space.
769 */
770 if (!drop_to_ground
771 || !map
772 || map->in_memory != MAP_IN_MEMORY
773 || ms ().move_block == MOVE_ALL)
901 } 774 {
775 while (inv)
776 {
777 inv->destroy_inv (drop_to_ground);
778 inv->destroy ();
779 }
780 }
781 else
782 { /* Put objects in inventory onto this space */
783 while (inv)
784 {
785 object *op = inv;
902 786
903 if (this == objects) 787 if (op->flag [FLAG_STARTEQUIP]
904 objects = next; 788 || op->flag [FLAG_NO_DROP]
789 || op->type == RUNE
790 || op->type == TRAP
791 || op->flag [FLAG_IS_A_TEMPLATE]
792 || op->flag [FLAG_DESTROY_ON_DEATH])
793 op->destroy ();
794 else
795 map->insert (op, x, y);
796 }
797 }
905} 798}
906 799
907object *object::create () 800object *object::create ()
908{ 801{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 802 object *op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link (); 803 op->link ();
923 return op; 804 return op;
924} 805}
925 806
926/* 807void
927 * free_object() frees everything allocated by an object, removes 808object::do_destroy ()
928 * it from the list of used objects, and puts it on the list of
929 * free objects. The IS_FREED() flag is set in the object.
930 * The object must have been removed by remove_ob() first for
931 * this function to succeed.
932 *
933 * If free_inventory is set, free inventory as well. Else drop items in
934 * inventory to the ground.
935 */
936void object::free (bool free_inventory)
937{ 809{
938 if (QUERY_FLAG (this, FLAG_FREED)) 810 if (flag [FLAG_IS_LINKED])
811 remove_button_link (this);
812
813 if (flag [FLAG_FRIENDLY])
814 remove_friendly_object (this);
815
816 if (!flag [FLAG_REMOVED])
817 remove ();
818
819 if (flag [FLAG_FREED])
939 return; 820 return;
940 821
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 822 set_speed (0);
942 remove_friendly_object (this);
943 823
944 if (!QUERY_FLAG (this, FLAG_REMOVED)) 824 flag [FLAG_FREED] = 1;
945 remove_ob (this);
946 825
947 SET_FLAG (this, FLAG_FREED); 826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
948 853
949 if (more) 854 if (more)
950 { 855 {
951 more->free (free_inventory); 856 more->destroy ();
952 more = 0; 857 more = 0;
953 } 858 }
954 859
955 if (inv) 860 // clear those pointers that likely might have circular references to us
956 {
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 {
963 object *op = inv;
964
965 while (op)
966 {
967 object *tmp = op->below;
968 op->free (free_inventory);
969 op = tmp;
970 }
971 }
972 else
973 { /* Put objects in inventory onto this space */
974 object *op = inv;
975
976 while (op)
977 {
978 object *tmp = op->below;
979
980 remove_ob (op);
981
982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984 free_object (op);
985 else
986 {
987 op->x = x;
988 op->y = y;
989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990 }
991
992 op = tmp;
993 }
994 }
995 }
996
997 owner = 0; 861 owner = 0;
862 enemy = 0;
863 attacked_by = 0;
864}
998 865
999 /* Remove object from the active list */ 866void
1000 speed = 0; 867object::destroy (bool destroy_inventory)
1001 update_ob_speed (this); 868{
869 if (destroyed ())
870 return;
1002 871
1003 unlink (); 872 if (destroy_inventory)
873 destroy_inv (false);
1004 874
1005 mortals.push_back (this); 875 attachable::destroy ();
1006} 876}
1007 877
1008/* 878/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1011 */ 881 */
1012
1013void 882void
1014sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1015{ 884{
1016 while (op != NULL) 885 while (op != NULL)
1017 { 886 {
1018 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 } 889
1022 op->carrying -= weight; 890 op->carrying -= weight;
1023 op = op->env; 891 op = op->env;
1024 } 892 }
1025} 893}
1026 894
1027/* remove_ob(op): 895/* op->remove ():
1028 * This function removes the object op from the linked list of objects 896 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 897 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 900 * the previous environment.
1033 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1034 */ 902 */
1035
1036void 903void
1037remove_ob (object *op) 904object::remove ()
1038{ 905{
906 object *tmp, *last = 0;
1039 object * 907 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 908
1045 tag_t
1046 tag;
1047 int
1048 check_walk_off;
1049 mapstruct *
1050 m;
1051
1052 sint16
1053 x,
1054 y;
1055
1056 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1057 return; 910 return;
1058 911
1059 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1060 914
1061 if (op->more != NULL) 915 if (more)
1062 remove_ob (op->more); 916 more->remove ();
1063 917
1064 /* 918 /*
1065 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1066 * inventory. 920 * inventory.
1067 */ 921 */
1068 if (op->env != NULL) 922 if (env)
1069 { 923 {
1070 if (op->nrof) 924 if (nrof)
1071 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1072 else 926 else
1073 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1074 928
1075 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 931 * to save cpu time.
1078 */ 932 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 934 otmp->update_stats ();
1081 935
1082 if (op->above != NULL) 936 if (above)
1083 op->above->below = op->below; 937 above->below = below;
1084 else 938 else
1085 op->env->inv = op->below; 939 env->inv = below;
1086 940
1087 if (op->below != NULL) 941 if (below)
1088 op->below->above = op->above; 942 below->above = above;
1089 943
1090 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1093 */ 947 */
1094 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1095 op->map = op->env->map; 949 map = env->map;
1096 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1097 op->env = NULL; 951 env = 0;
1098 } 952 }
1099 else if (op->map) 953 else if (map)
1100 { 954 {
1101 x = op->x; 955 if (type == PLAYER)
1102 y = op->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104
1105 if (!m)
1106 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1108 op->map->path, op->x, op->y);
1109 /* in old days, we used to set x and y to 0 and continue.
1110 * it seems if we get into this case, something is probablye
1111 * screwed up and should be fixed.
1112 */
1113 abort ();
1114 } 956 {
1115 957 --map->players;
1116 if (op->map != m) 958 map->touch ();
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */ 959 }
960
961 map->dirty = true;
1123 962
1124 /* link the object above us */ 963 /* link the object above us */
1125 if (op->above) 964 if (above)
1126 op->above->below = op->below; 965 above->below = below;
1127 else 966 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1129 968
1130 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1131 if (op->below) 970 if (below)
1132 op->below->above = op->above; 971 below->above = above;
1133 else 972 else
1134 { 973 {
1135 /* Nothing below, which means we need to relink map object for this space 974 /* Nothing below, which means we need to relink map object for this space
1136 * use translated coordinates in case some oddness with map tiling is 975 * use translated coordinates in case some oddness with map tiling is
1137 * evident 976 * evident
1138 */ 977 */
1139 if (GET_MAP_OB (m, x, y) != op) 978 if (GET_MAP_OB (map, x, y) != this)
1140 { 979 {
1141 dump_object (op); 980 char *dump = dump_object (this);
1142 LOG (llevError, 981 LOG (llevError,
1143 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 982 "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);
983 free (dump);
1144 dump_object (GET_MAP_OB (m, x, y)); 984 dump = dump_object (GET_MAP_OB (map, x, y));
1145 LOG (llevError, "%s\n", errmsg); 985 LOG (llevError, "%s\n", dump);
986 free (dump);
1146 } 987 }
1147 988
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 989 map->at (x, y).bot = above; /* goes on above it. */
1149 } 990 }
1150 991
1151 op->above = 0; 992 above = 0;
1152 op->below = 0; 993 below = 0;
1153 994
1154 if (op->map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1155 return; 996 return;
1156 997
1157 tag = op->count; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 999
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1161 { 1001 {
1162 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1163 * being removed. 1003 * being removed.
1164 */ 1004 */
1165 1005
1166 if (tmp->type == PLAYER && tmp != op) 1006 if (tmp->type == PLAYER && tmp != this)
1167 { 1007 {
1168 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1170 * appropriately. 1010 * appropriately.
1171 */ 1011 */
1172 if (tmp->container == op) 1012 if (tmp->container == this)
1173 { 1013 {
1174 CLEAR_FLAG (op, FLAG_APPLIED); 1014 flag [FLAG_APPLIED] = 0;
1175 tmp->container = NULL; 1015 tmp->container = 0;
1176 } 1016 }
1177 1017
1178 tmp->contr->socket.update_look = 1; 1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1179 } 1020 }
1180 1021
1181 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1182 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 { 1026 {
1184 move_apply (tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1185 1028
1186 if (was_destroyed (op, tag)) 1029 if (destroyed ())
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1189 }
1190 } 1031 }
1191 1032
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1194 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1195 tmp->above = NULL; 1036 tmp->above = 0;
1196 1037
1197 last = tmp; 1038 last = tmp;
1198 } 1039 }
1199 1040
1200 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1043 if (!last)
1202 { 1044 map->at (x, y).flags_ = 0;
1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205 * those out anyways, and if there are any flags set right now, they won't
1206 * be correct anyways.
1207 */
1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209 update_position (op->map, op->x, op->y);
1210 }
1211 else 1045 else
1212 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1213 1047
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1216 } 1050 }
1217} 1051}
1218 1052
1219/* 1053/*
1220 * merge_ob(op,top): 1054 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1056 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1057 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1058 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1059 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1060 */
1227
1228object * 1061object *
1229merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1230{ 1063{
1231 if (!op->nrof) 1064 if (!op->nrof)
1232 return 0; 1065 return 0;
1233 1066
1234 if (top == NULL) 1067 if (top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1236 1070
1237 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1238 { 1072 {
1239 if (top == op) 1073 if (top == op)
1240 continue; 1074 continue;
1241 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1242 { 1077 {
1243 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1244 1079
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1247 remove_ob (op); 1082 op->destroy ();
1248 free_object (op);
1249 return top; 1083 return top;
1250 } 1084 }
1251 } 1085 }
1252 1086
1253 return NULL; 1087 return 0;
1254} 1088}
1255 1089
1256/* 1090/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1258 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1259 */ 1093 */
1260object * 1094object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1096{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1098 {
1270 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1271 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1272 } 1101 }
1273 1102
1292 * Return value: 1121 * Return value:
1293 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1124 * just 'op' otherwise
1296 */ 1125 */
1297
1298object * 1126object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1128{
1301 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1302 sint16 x, y; 1130 sint16 x, y;
1303 1131
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1305 { 1133 {
1306 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL; 1135 return NULL;
1308 } 1136 }
1309 1137
1310 if (m == NULL) 1138 if (!m)
1311 { 1139 {
1312 dump_object (op); 1140 char *dump = dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1314 return op; 1143 return op;
1315 } 1144 }
1316 1145
1317 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1318 { 1147 {
1319 dump_object (op); 1148 char *dump = dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1321#ifdef MANY_CORES 1150#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object 1151 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting 1152 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted. 1153 * improperly inserted.
1325 */ 1154 */
1326 abort (); 1155 abort ();
1327#endif 1156#endif
1157 free (dump);
1328 return op; 1158 return op;
1329 } 1159 }
1330 1160
1331 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 { 1162 {
1333 dump_object (op); 1163 char *dump = dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1335 return op; 1166 return op;
1336 } 1167 }
1337 1168
1338 if (op->more != NULL) 1169 if (op->more)
1339 { 1170 {
1340 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1341 1172
1342 object *more = op->more; 1173 object *more = op->more;
1343 1174
1344 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1345 * we set the map, that doesn't work if the location is within 1176 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate 1177 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1348 */ 1179 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map) 1182 else if (!more->map)
1352 { 1183 {
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 { 1191 {
1361 if (!op->head) 1192 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363 1194
1364 return NULL; 1195 return 0;
1365 } 1196 }
1366 } 1197 }
1367 1198
1368 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1200
1376 y = op->y; 1207 y = op->y;
1377 1208
1378 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1379 */ 1210 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1383 { 1214 {
1384 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1216 tmp->destroy ();
1386 free_object (tmp);
1387 } 1217 }
1388 1218
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1221
1404 op->below = originator->below; 1234 op->below = originator->below;
1405 1235
1406 if (op->below) 1236 if (op->below)
1407 op->below->above = op; 1237 op->below->above = op;
1408 else 1238 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1410 1240
1411 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1412 originator->below = op; 1242 originator->below = op;
1413 } 1243 }
1414 else 1244 else
1415 { 1245 {
1416 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418 { 1248 {
1419 object *last = NULL; 1249 object *last = 0;
1420 1250
1421 /* 1251 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1254 * Generally, we want to put the new object on top. But if
1428 * once we get to them. This reduces the need to traverse over all of 1258 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1259 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1260 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1432 */ 1262 */
1433
1434 while (top != NULL) 1263 while (top)
1435 { 1264 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1266 floor = top;
1438 1267
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1460 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1291 * stacking is a bit odd.
1463 */ 1292 */
1464 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466 { 1295 {
1467 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1298 break;
1470 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493 1322
1494 if (op->above) 1323 if (op->above)
1495 op->above->below = op; 1324 op->above->below = op;
1496 1325
1497 op->below = NULL; 1326 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1499 } 1328 }
1500 else 1329 else
1501 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1502 op->above = top->above; 1331 op->above = top->above;
1503 1332
1506 1335
1507 op->below = top; 1336 op->below = top;
1508 top->above = op; 1337 top->above = op;
1509 } 1338 }
1510 1339
1511 if (op->above == NULL) 1340 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1514 1343
1515 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1516 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1350
1351 op->map->dirty = true;
1517 1352
1518 /* If we have a floor, we know the player, if any, will be above 1353 /* If we have a floor, we know the player, if any, will be above
1519 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1520 */ 1355 */
1521 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1357 if (object *pl = op->ms ().player ())
1523 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1524 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1525 1360
1526 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1362 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1363 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1368 * of effect may be sufficient.
1534 */ 1369 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1537 1372
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1540 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1541 /* Don't know if moving this to the end will break anything. However, 1378 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1543 * 1380 *
1544 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1384 * update_object().
1549 1386
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1552 { 1389 {
1553 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1554 return NULL; 1391 return 0;
1555 1392
1556 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1394 * walk on's.
1558 */ 1395 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1561 return NULL; 1398 return 0;
1562 } 1399 }
1563 1400
1564 return op; 1401 return op;
1565} 1402}
1566 1403
1567/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1568 * finds an object of its own type, it'll remove that one first. 1405 * finds an object of its own type, it'll remove that one first.
1569 * op is the object to insert it under: supplies x and the map. 1406 * op is the object to insert it under: supplies x and the map.
1570 */ 1407 */
1571void 1408void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1410{
1574 object * 1411 object *tmp, *tmp1;
1575 tmp;
1576 object *
1577 tmp1;
1578 1412
1579 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1580 1414
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584 { 1417 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1418
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1591 1420
1592 tmp1->x = op->x; 1421 tmp1->x = op->x;
1593 tmp1->y = op->y; 1422 tmp1->y = op->y;
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1595} 1430}
1596 1431
1597/* 1432/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array. 1437 * global static errmsg array.
1603 */ 1438 */
1604
1605object * 1439object *
1606get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1607{ 1441{
1608 object * 1442 object *newob;
1609 newob;
1610 int
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612 1444
1613 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1614 { 1446 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL; 1448 return NULL;
1617 } 1449 }
1618 1450
1619 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1620 1452
1621 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1622 { 1454 orig_ob->destroy (1);
1623 if (!is_removed)
1624 remove_ob (orig_ob);
1625 free_object2 (orig_ob, 1);
1626 }
1627 else if (!is_removed) 1455 else if (!is_removed)
1628 { 1456 {
1629 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1651 1479
1652object * 1480object *
1653decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1654{ 1482{
1655 object *tmp; 1483 object *tmp;
1656 player *pl;
1657 1484
1658 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1659 return op; 1486 return op;
1660 1487
1661 if (i > op->nrof) 1488 if (i > op->nrof)
1662 i = op->nrof; 1489 i = op->nrof;
1663 1490
1664 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i; 1492 op->nrof -= i;
1666 else if (op->env != NULL) 1493 else if (op->env)
1667 { 1494 {
1668 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1669 * therein? 1496 * therein?
1670 */ 1497 */
1671 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1672 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player. 1503 * and then searching the map for a player.
1677 */ 1504 */
1678 if (!tmp) 1505 if (!tmp)
1679 { 1506 for_all_players (pl)
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1682 break; 1510 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 } 1511 }
1688 1512
1689 if (i < op->nrof) 1513 if (i < op->nrof)
1690 { 1514 {
1691 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i; 1516 op->nrof -= i;
1693 if (tmp) 1517 if (tmp)
1694 {
1695 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1696 }
1697 } 1519 }
1698 else 1520 else
1699 { 1521 {
1700 remove_ob (op); 1522 op->remove ();
1701 op->nrof = 0; 1523 op->nrof = 0;
1702 if (tmp) 1524 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1705 }
1706 } 1526 }
1707 } 1527 }
1708 else 1528 else
1709 { 1529 {
1710 object *above = op->above; 1530 object *above = op->above;
1711 1531
1712 if (i < op->nrof) 1532 if (i < op->nrof)
1713 op->nrof -= i; 1533 op->nrof -= i;
1714 else 1534 else
1715 { 1535 {
1716 remove_ob (op); 1536 op->remove ();
1717 op->nrof = 0; 1537 op->nrof = 0;
1718 } 1538 }
1719 1539
1720 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1722 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1723 { 1543 {
1724 if (op->nrof) 1544 if (op->nrof)
1725 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1726 else 1546 else
1730 1550
1731 if (op->nrof) 1551 if (op->nrof)
1732 return op; 1552 return op;
1733 else 1553 else
1734 { 1554 {
1735 free_object (op); 1555 op->destroy ();
1736 return NULL; 1556 return 0;
1737 } 1557 }
1738} 1558}
1739 1559
1740/* 1560/*
1741 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1753 op->carrying += weight; 1573 op->carrying += weight;
1754 op = op->env; 1574 op = op->env;
1755 } 1575 }
1756} 1576}
1757 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1758/* 1598/*
1759 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1760 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1761 * inside the object environment. 1601 * inside the object environment.
1762 * 1602 *
1763 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764 * the inventory at the last position or next to other objects of the same
1765 * type.
1766 * Frank: Now sorted by type, archetype and magic!
1767 *
1768 * The function returns now pointer to inserted item, and return value can 1603 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1770 */ 1605 */
1771 1606
1772object * 1607object *
1773insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1774{ 1609{
1775 object * 1610 object *tmp, *otmp;
1776 tmp, *
1777 otmp;
1778 1611
1779 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 { 1613 op->remove ();
1781 dump_object (op);
1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783 return op;
1784 }
1785
1786 if (where == NULL)
1787 {
1788 dump_object (op);
1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790 return op;
1791 }
1792
1793 if (where->head)
1794 {
1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796 where = where->head;
1797 }
1798 1614
1799 if (op->more) 1615 if (op->more)
1800 { 1616 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1618 return op;
1804 1620
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1807 if (op->nrof) 1623 if (op->nrof)
1808 { 1624 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1811 { 1627 {
1812 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1629 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1816 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1817 */ 1633 */
1818 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1819 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1820 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1821 op = tmp; 1637 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1823 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break; 1640 break;
1825 } 1641 }
1826 1642
1827 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1828 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1830 * the weight, so we need to add it in again, since we actually do 1646 * the weight, so we need to add it in again, since we actually do
1831 * the linking below 1647 * the linking below
1832 */ 1648 */
1833 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1834 } 1650 }
1835 else 1651 else
1836 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1837 1653
1838 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1839 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp); 1657 otmp->update_stats ();
1843 }
1844 1658
1845 op->map = NULL; 1659 op->map = 0;
1846 op->env = where; 1660 op->env = this;
1847 op->above = NULL; 1661 op->above = 0;
1848 op->below = NULL; 1662 op->below = 0;
1849 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1850 1664
1851 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1853 { 1667 {
1854#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1858 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1859 } 1673 }
1860 1674
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1862 * It sure simplifies this function... 1676 * It sure simplifies this function...
1863 */ 1677 */
1864 if (where->inv == NULL) 1678 if (!inv)
1865 where->inv = op; 1679 inv = op;
1866 else 1680 else
1867 { 1681 {
1868 op->below = where->inv; 1682 op->below = inv;
1869 op->below->above = op; 1683 op->below->above = op;
1870 where->inv = op; 1684 inv = op;
1871 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1872 return op; 1689 return op;
1873} 1690}
1874 1691
1875/* 1692/*
1876 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1890 * 1707 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1710 * on top.
1894 */ 1711 */
1895
1896int 1712int
1897check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1898{ 1714{
1899 object * 1715 object *tmp;
1900 tmp; 1716 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1907 1718
1908 MoveType 1719 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1720
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1722 return 0;
1915
1916 tag = op->count;
1917 1723
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1727
1937 1743
1938 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1940 */ 1746 */
1941 1747
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1943 { 1749 {
1944 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1752 * we don't need to check all of them.
1947 */ 1753 */
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1790 {
1985 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
1986 1792
1987 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
1988 return 1; 1794 return 1;
1989 1795
1990 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2002/* 1808/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2006 */ 1812 */
2007
2008object * 1813object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1815{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2015 { 1817 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1819 return NULL;
2018 } 1820 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2020 if (tmp->arch == at) 1823 if (tmp->arch == at)
2021 return tmp; 1824 return tmp;
1825
2022 return NULL; 1826 return NULL;
2023} 1827}
2024 1828
2025/* 1829/*
2026 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2029 */ 1833 */
2030
2031object * 1834object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2033{ 1836{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2038 { 1838 {
2039 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1840 return NULL;
2041 } 1841 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1844 if (tmp->type == type)
2044 return tmp; 1845 return tmp;
1846
2045 return NULL; 1847 return NULL;
2046} 1848}
2047 1849
2048/* 1850/*
2049 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2052 */ 1854 */
2053
2054object * 1855object *
2055present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2056{ 1857{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1859 if (tmp->type == type)
2062 return tmp; 1860 return tmp;
1861
2063 return NULL; 1862 return NULL;
2064} 1863}
2065 1864
2066/* 1865/*
2067 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1877 * to be unique.
2079 */ 1878 */
2080
2081object * 1879object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1881{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1884 return tmp;
2091 } 1885
2092 return NULL; 1886 return 0;
2093} 1887}
2094 1888
2095/* 1889/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2099 */ 1893 */
2100
2101object * 1894object *
2102present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2103{ 1896{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1898 if (tmp->arch == at)
2109 return tmp; 1899 return tmp;
1900
2110 return NULL; 1901 return NULL;
2111} 1902}
2112 1903
2113/* 1904/*
2114 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2115 */ 1906 */
2116void 1907void
2117flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2118{ 1909{
2119 object *
2120 tmp;
2121
2122 if (op->inv) 1910 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 { 1912 {
2125 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2127 } 1915 }
2128} /* 1916}
1917
1918/*
2129 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2130 */ 1920 */
2131void 1921void
2132unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2133{ 1923{
2134 object *
2135 tmp;
2136
2137 if (op->inv) 1924 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 { 1926 {
2140 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2142 } 1929 }
2143} 1930}
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for 1935 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function. 1936 * him/her-self and all object carried by a call to this function.
2150 */ 1937 */
2151
2152void 1938void
2153set_cheat (object *op) 1939set_cheat (object *op)
2154{ 1940{
2155 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 1962 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 1963 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1964 * customized, changed states, etc.
2179 */ 1965 */
2180
2181int 1966int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 1968{
2184 int
2185 i,
2186 index = 0, flag; 1969 int index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2189 1971
2190 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2191 { 1973 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2193 if (!flag) 1975 if (!flag)
2194 altern[index++] = i; 1976 altern [index++] = i;
2195 1977
2196 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 1979 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 1980 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 1981 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 1982 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2203 */ 1985 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2205 stop = maxfree[i]; 1987 stop = maxfree[i];
2206 } 1988 }
1989
2207 if (!index) 1990 if (!index)
2208 return -1; 1991 return -1;
1992
2209 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2210} 1994}
2211 1995
2212/* 1996/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2001 */
2218
2219int 2002int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2004{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2007 return i;
2229 } 2008
2230 return -1; 2009 return -1;
2231} 2010}
2232 2011
2233/* 2012/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2016 */
2237static void 2017static void
2238permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2239{ 2019{
2240 int 2020 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2021 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2022
2251 tmp = arr[i]; 2023 while (--end)
2252 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2025}
2256 2026
2257/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2259 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2262 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2033 */
2264void 2034void
2265get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2266{ 2036{
2267 int 2037 int i;
2268 i;
2269 2038
2270 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2040 search_arr[i] = i;
2273 }
2274 2041
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2045}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2288 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2289 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2057 * there is capable of.
2291 */ 2058 */
2292
2293int 2059int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2061{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2299 2063
2300 sint16 nx, ny; 2064 sint16 nx, ny;
2301 object * 2065 object *tmp;
2302 tmp; 2066 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2067
2306 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2307 2069
2308 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2309 { 2071 {
2321 mp = m; 2083 mp = m;
2322 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2324 2086
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2326 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2090 max = maxfree[i];
2329 }
2330 else 2091 else
2331 { 2092 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2333 2096
2334 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2098 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2339 { 2100 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break; 2104 break;
2345 } 2105
2346 }
2347 if (tmp) 2106 if (tmp)
2348 {
2349 return freedir[i]; 2107 return freedir[i];
2350 }
2351 } 2108 }
2352 } 2109 }
2353 } 2110 }
2111
2354 return 0; 2112 return 0;
2355} 2113}
2356 2114
2357/* 2115/*
2358 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2117 * distance between the two given objects.
2360 */ 2118 */
2361
2362int 2119int
2363distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2364{ 2121{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2123}
2371 2124
2372/* 2125/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2127 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2376 */ 2129 */
2377
2378int 2130int
2379find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2380{ 2132{
2381 int 2133 int q;
2382 q;
2383 2134
2384 if (y) 2135 if (y)
2385 q = x * 100 / y; 2136 q = x * 100 / y;
2386 else if (x) 2137 else if (x)
2387 q = -300 * x; 2138 q = -300 * x;
2422int 2173int
2423absdir (int d) 2174absdir (int d)
2424{ 2175{
2425 while (d < 1) 2176 while (d < 1)
2426 d += 8; 2177 d += 8;
2178
2427 while (d > 8) 2179 while (d > 8)
2428 d -= 8; 2180 d -= 8;
2181
2429 return d; 2182 return d;
2430} 2183}
2431 2184
2432/* 2185/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 */ 2188 */
2436 2189
2437int 2190int
2438dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2439{ 2192{
2440 int 2193 int d;
2441 d;
2442 2194
2443 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2444 if (d > 4) 2196 if (d > 4)
2445 d = 8 - d; 2197 d = 8 - d;
2198
2446 return d; 2199 return d;
2447} 2200}
2448 2201
2449/* peterm: 2202/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2209 * functions.
2457 */ 2210 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2266 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2517 */ 2268 */
2518
2519
2520int 2269int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2271{
2523 sint16 dx, dy; 2272 sint16 dx, dy;
2524 int
2525 mflags; 2273 int mflags;
2526 2274
2527 if (dir < 0) 2275 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2529 2277
2530 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2543 return 0; 2291 return 0;
2544 2292
2545 /* yes, can see. */ 2293 /* yes, can see. */
2546 if (dir < 9) 2294 if (dir < 9)
2547 return 1; 2295 return 1;
2296
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2549 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2300}
2551
2552
2553 2301
2554/* 2302/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2319}
2572 2320
2573
2574/* 2321/*
2575 * create clone from object to another 2322 * create clone from object to another
2576 */ 2323 */
2577object * 2324object *
2578object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2579{ 2326{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2582 2328
2583 if (!asrc) 2329 if (!asrc)
2584 return NULL; 2330 return 0;
2331
2585 src = asrc; 2332 src = asrc;
2586 if (src->head) 2333 if (src->head)
2587 src = src->head; 2334 src = src->head;
2588 2335
2589 prev = NULL; 2336 prev = 0;
2590 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2591 { 2338 {
2592 tmp = get_object (); 2339 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2340 tmp->x -= src->x;
2595 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2596 if (!part->head) 2343 if (!part->head)
2597 { 2344 {
2598 dst = tmp; 2345 dst = tmp;
2599 tmp->head = NULL; 2346 tmp->head = 0;
2600 } 2347 }
2601 else 2348 else
2602 {
2603 tmp->head = dst; 2349 tmp->head = dst;
2604 } 2350
2605 tmp->more = NULL; 2351 tmp->more = 0;
2352
2606 if (prev) 2353 if (prev)
2607 prev->more = tmp; 2354 prev->more = tmp;
2355
2608 prev = tmp; 2356 prev = tmp;
2609 } 2357 }
2610 2358
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2361
2617 return dst; 2362 return dst;
2618} 2363}
2619 2364
2620/* return true if the object was destroyed, 0 otherwise */
2621int
2622was_destroyed (const object *op, tag_t old_tag)
2623{
2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625 * robust */
2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627}
2628
2629/* GROS - Creates an object using a string representing its content. */ 2365/* GROS - Creates an object using a string representing its content. */
2630
2631/* Basically, we save the content of the string to a temp file, then call */ 2366/* Basically, we save the content of the string to a temp file, then call */
2632
2633/* load_object on it. I admit it is a highly inefficient way to make things, */ 2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2635/* but it was simple to make and allows reusing the load_object function. */ 2368/* but it was simple to make and allows reusing the load_object function. */
2636
2637/* Remember not to use load_object_str in a time-critical situation. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2640
2641object * 2371object *
2642load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2643{ 2373{
2644 object * 2374 object *op;
2645 op;
2646 char
2647 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2648 2376
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650 2378
2651 FILE *
2652 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2653 2380
2654 if (tempfile == NULL) 2381 if (tempfile == NULL)
2655 { 2382 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL; 2384 return NULL;
2658 }; 2385 }
2386
2659 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2660 fclose (tempfile); 2388 fclose (tempfile);
2661 2389
2662 op = get_object (); 2390 op = object::create ();
2663 2391
2664 object_thawer thawer (filename); 2392 object_thawer thawer (filename);
2665 2393
2666 if (thawer) 2394 if (thawer)
2667 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2677 * returns NULL if no match. 2405 * returns NULL if no match.
2678 */ 2406 */
2679object * 2407object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2409{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2412 return tmp;
2688 2413
2689 return NULL; 2414 return 0;
2690} 2415}
2691 2416
2692/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2418 * otherwise return NULL.
2694 * 2419 *
2696 * do the desired thing. 2421 * do the desired thing.
2697 */ 2422 */
2698key_value * 2423key_value *
2699get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2700{ 2425{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2427 if (link->key == key)
2707 {
2708 return link; 2428 return link;
2709 }
2710 }
2711 2429
2712 return NULL; 2430 return 0;
2713} 2431}
2714 2432
2715/* 2433/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2435 *
2720 * The returned string is shared. 2438 * The returned string is shared.
2721 */ 2439 */
2722const char * 2440const char *
2723get_ob_key_value (const object *op, const char *const key) 2441get_ob_key_value (const object *op, const char *const key)
2724{ 2442{
2725 key_value * 2443 key_value *link;
2726 link; 2444 shstr_cmp canonical_key (key);
2727 const char *
2728 canonical_key;
2729 2445
2730 canonical_key = shstr::find (key);
2731
2732 if (canonical_key == NULL) 2446 if (!canonical_key)
2733 { 2447 {
2734 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2735 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2736 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2737 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2738 */ 2452 */
2739 return NULL; 2453 return 0;
2740 } 2454 }
2741 2455
2742 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2744 */ 2458 */
2745 for (link = op->key_values; link != NULL; link = link->next) 2459 for (link = op->key_values; link; link = link->next)
2746 {
2747 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2748 {
2749 return link->value; 2461 return link->value;
2750 } 2462
2751 }
2752 return NULL; 2463 return 0;
2753} 2464}
2754 2465
2755 2466
2756/* 2467/*
2757 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2764 * Returns TRUE on success. 2475 * Returns TRUE on success.
2765 */ 2476 */
2766int 2477int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{ 2479{
2769 key_value *
2770 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2771 2481
2772 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2773 { 2483 {
2774 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2775 { 2485 {
2803 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2804 2514
2805 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2806 2516
2807 if (!add_key) 2517 if (!add_key)
2808 {
2809 return FALSE; 2518 return FALSE;
2810 } 2519
2811 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2815 * should pass in "" 2524 * should pass in ""
2843 shstr key_ (key); 2552 shstr key_ (key);
2844 2553
2845 return set_ob_key_value_s (op, key_, value, add_key); 2554 return set_ob_key_value_s (op, key_, value, add_key);
2846} 2555}
2847 2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2848void 2564void
2849object::deep_iterator::next () 2565object::depth_iterator::next ()
2850{ 2566{
2851 if (item->inv)
2852 item = item->inv;
2853 else if (item->below) 2567 if (item->below)
2568 {
2854 item = item->below; 2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2855 else 2574 else
2856 item = item->env->below; 2575 item = item->env;
2857} 2576}
2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2607// return a suitable string describing an object in enough detail to find it
2608const char *
2609object::debug_desc (char *info) const
2610{
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[256 * 4];
2635 return debug_desc (info);
2636}
2637

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