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Comparing deliantra/server/common/object.C (file contents):
Revision 1.36 by root, Tue Sep 12 19:20:06 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 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 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 401 if (op->count == i)
408 break;
409 return op; 402 return op;
403
404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417
418object * 412object *
419find_object_name (const char *str) 413find_object_name (const char *str)
420{ 414{
421 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
423 417
424 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
425 if (op->name == str_) 419 if (op->name == str_)
426 break; 420 break;
427 421
428 return op; 422 return op;
429} 423}
430 424
431void 425void
432free_all_object_data () 426free_all_object_data ()
433{ 427{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456} 429}
457 430
458/* 431/*
459 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
460 * skill and experience objects. 433 * skill and experience objects.
493 } 466 }
494 467
495 op->key_values = 0; 468 op->key_values = 0;
496} 469}
497 470
498void object::clear ()
499{
500 attachable_base::clear ();
501
502 free_key_values (this);
503
504 owner = 0;
505 name = 0;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/* 471/*
551 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
554 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
555 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
556 * will point at garbage. 477 * will point at garbage.
557 */ 478 */
558void 479void
559copy_object (object *op2, object *op) 480object::copy_to (object *dst)
560{ 481{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
563 484
564 op2->clone (op); 485 *(object_copy *)dst = *this;
565 486
566 if (is_freed) 487 if (is_freed)
567 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
568 if (is_removed) 490 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
570 492
571 if (op2->speed < 0) 493 if (speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
573 495
574 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
575 if (op2->key_values) 497 if (key_values)
576 { 498 {
577 key_value *tail = 0; 499 key_value *tail = 0;
578 key_value *i; 500 key_value *i;
579 501
580 op->key_values = 0; 502 dst->key_values = 0;
581 503
582 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
583 { 505 {
584 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
585 507
586 new_link->next = 0; 508 new_link->next = 0;
587 new_link->key = i->key; 509 new_link->key = i->key;
588 new_link->value = i->value; 510 new_link->value = i->value;
589 511
590 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
591 if (!op->key_values) 513 if (!dst->key_values)
592 { 514 {
593 op->key_values = new_link; 515 dst->key_values = new_link;
594 tail = new_link; 516 tail = new_link;
595 } 517 }
596 else 518 else
597 { 519 {
598 tail->next = new_link; 520 tail->next = new_link;
599 tail = new_link; 521 tail = new_link;
600 } 522 }
601 } 523 }
602 } 524 }
603 525
604 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
605} 535}
606 536
607/* 537/*
608 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
609 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
610 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
611 */ 541 */
612
613void 542void
614update_turn_face (object *op) 543update_turn_face (object *op)
615{ 544{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 546 return;
547
618 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
620} 550}
621 551
622/* 552/*
623 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
624 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
625 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
626 */ 556 */
627void 557void
628update_ob_speed (object *op) 558object::set_speed (float speed)
629{ 559{
630 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
631
632 /* No reason putting the archetypes objects on the speed list,
633 * since they never really need to be updated.
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 { 561 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 563 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 564 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 565
655 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 567
659 if (op->active_next != NULL) 568 if (has_active_speed ())
660 op->active_next->active_prev = op; 569 activate ();
661
662 active_objects = op;
663 }
664 else 570 else
665 { 571 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 572}
689 573
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 574/*
722 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...) 578 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
727 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
729 * 582 *
730 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 584 * current action are:
736 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
738 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
739 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
740 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
741 */ 590 */
742
743void 591void
744update_object (object *op, int action) 592update_object (object *op, int action)
745{ 593{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
748 595
749 if (op == NULL) 596 if (op == NULL)
750 { 597 {
751 /* this should never happen */ 598 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 600 return;
754 } 601 }
755 602
756 if (op->env != NULL) 603 if (op->env)
757 { 604 {
758 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
759 * to do in this case. 606 * to do in this case.
760 */ 607 */
761 return; 608 return;
766 */ 613 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 615 return;
769 616
770 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 619 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 621#ifdef MANY_CORES
775 abort (); 622 abort ();
776#endif 623#endif
777 return; 624 return;
778 } 625 }
779 626
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
787 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
788 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 644 * to have move_allow right now.
812 */ 645 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 648 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 649 }
819 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 652 * that is being removed.
822 */ 653 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 655 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
827 else 658 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 660
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 661 if (op->more)
837 update_object (op->more, action); 662 update_object (op->more, action);
838} 663}
839 664
840static unordered_vector<object *> mortals; 665object *object::first;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size() && 0)//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857}
858 666
859object::object () 667object::object ()
860{ 668{
861 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
862 670
863 expmul = 1.0; 671 expmul = 1.0;
864 face = blank_face; 672 face = blank_face;
865 attacked_by_count = -1;
866} 673}
867 674
868object::~object () 675object::~object ()
869{ 676{
870 free_key_values (this); 677 free_key_values (this);
871} 678}
872 679
680static int object_count;
681
873void object::link () 682void object::link ()
874{ 683{
684 assert (!index);//D
685 uuid = gen_uuid ();
875 count = ++ob_count; 686 count = ++object_count;
876 687
877 prev = 0; 688 refcnt_inc ();
878 next = objects; 689 objects.insert (this);
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884} 690}
885 691
886void object::unlink () 692void object::unlink ()
887{ 693{
888 count = 0; 694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
889 698
890 /* Remove this object from the list of used objects */ 699void
891 if (prev) 700object::activate ()
892 { 701{
893 prev->next = next; 702 /* If already on active list, don't do anything */
894 prev = 0; 703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
895 } 750 {
896 751 op->flag [flag] = value;
897 if (next) 752 op->set_flag_inv (flag, value);
898 { 753 }
899 next->prev = prev; 754}
900 next = 0; 755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
901 } 779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
902 791
903 if (this == objects) 792 if (op->flag [FLAG_STARTEQUIP]
904 objects = next; 793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
905} 803}
906 804
907object *object::create () 805object *object::create ()
908{ 806{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 807 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 (); 808 op->link ();
923 return op; 809 return op;
924} 810}
925 811
926/* 812void
927 * free_object() frees everything allocated by an object, removes 813object::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{ 814{
938 if (QUERY_FLAG (this, FLAG_FREED)) 815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
939 return; 872 return;
940 873
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 874 if (destroy_inventory)
942 remove_friendly_object (this); 875 destroy_inv (false);
943 876
944 if (!QUERY_FLAG (this, FLAG_REMOVED)) 877 attachable::destroy ();
945 remove_ob (this);
946
947 SET_FLAG (this, FLAG_FREED);
948
949 if (more)
950 {
951 more->free (free_inventory);
952 more = 0;
953 }
954
955 if (inv)
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;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006} 878}
1007 879
1008/* 880/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1011 */ 883 */
1012
1013void 884void
1014sub_weight (object *op, signed long weight) 885sub_weight (object *op, signed long weight)
1015{ 886{
1016 while (op != NULL) 887 while (op != NULL)
1017 { 888 {
1018 if (op->type == CONTAINER) 889 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 } 891
1022 op->carrying -= weight; 892 op->carrying -= weight;
1023 op = op->env; 893 op = op->env;
1024 } 894 }
1025} 895}
1026 896
1027/* remove_ob(op): 897/* op->remove ():
1028 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 902 * the previous environment.
1033 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1034 */ 904 */
1035
1036void 905void
1037remove_ob (object *op) 906object::remove ()
1038{ 907{
908 object *tmp, *last = 0;
1039 object * 909 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 910
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)) 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1057 return; 912 return;
1058 913
1059 SET_FLAG (op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1060 916
1061 if (op->more != NULL) 917 if (more)
1062 remove_ob (op->more); 918 more->remove ();
1063 919
1064 /* 920 /*
1065 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1066 * inventory. 922 * inventory.
1067 */ 923 */
1068 if (op->env != NULL) 924 if (env)
1069 { 925 {
1070 if (op->nrof) 926 if (nrof)
1071 sub_weight (op->env, op->weight * op->nrof); 927 sub_weight (env, weight * nrof);
1072 else 928 else
1073 sub_weight (op->env, op->weight + op->carrying); 929 sub_weight (env, weight + carrying);
1074 930
1075 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 933 * to save cpu time.
1078 */ 934 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 936 otmp->update_stats ();
1081 937
1082 if (op->above != NULL) 938 if (above)
1083 op->above->below = op->below; 939 above->below = below;
1084 else 940 else
1085 op->env->inv = op->below; 941 env->inv = below;
1086 942
1087 if (op->below != NULL) 943 if (below)
1088 op->below->above = op->above; 944 below->above = above;
1089 945
1090 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
1093 */ 949 */
1094 op->x = op->env->x, op->y = op->env->y; 950 x = env->x, y = env->y;
1095 op->map = op->env->map; 951 map = env->map;
1096 op->above = NULL, op->below = NULL; 952 above = 0, below = 0;
1097 op->env = NULL; 953 env = 0;
1098 } 954 }
1099 else if (op->map) 955 else if (map)
1100 { 956 {
1101 x = op->x; 957 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 } 958 {
1115 959 --map->players;
1116 if (op->map != m) 960 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 */ 961 }
962
963 map->dirty = true;
1123 964
1124 /* link the object above us */ 965 /* link the object above us */
1125 if (op->above) 966 if (above)
1126 op->above->below = op->below; 967 above->below = below;
1127 else 968 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 969 map->at (x, y).top = below; /* we were top, set new top */
1129 970
1130 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1131 if (op->below) 972 if (below)
1132 op->below->above = op->above; 973 below->above = above;
1133 else 974 else
1134 { 975 {
1135 /* Nothing below, which means we need to relink map object for this space 976 /* 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 977 * use translated coordinates in case some oddness with map tiling is
1137 * evident 978 * evident
1138 */ 979 */
1139 if (GET_MAP_OB (m, x, y) != op) 980 if (GET_MAP_OB (map, x, y) != this)
1140 { 981 {
1141 dump_object (op); 982 char *dump = dump_object (this);
1142 LOG (llevError, 983 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); 984 "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);
985 free (dump);
1144 dump_object (GET_MAP_OB (m, x, y)); 986 dump = dump_object (GET_MAP_OB (map, x, y));
1145 LOG (llevError, "%s\n", errmsg); 987 LOG (llevError, "%s\n", dump);
988 free (dump);
1146 } 989 }
1147 990
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 991 map->at (x, y).bot = above; /* goes on above it. */
1149 } 992 }
1150 993
1151 op->above = 0; 994 above = 0;
1152 op->below = 0; 995 below = 0;
1153 996
1154 if (op->map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1155 return; 998 return;
1156 999
1157 tag = op->count; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 1001
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1161 { 1003 {
1162 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1163 * being removed. 1005 * being removed.
1164 */ 1006 */
1165 1007
1166 if (tmp->type == PLAYER && tmp != op) 1008 if (tmp->type == PLAYER && tmp != this)
1167 { 1009 {
1168 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1170 * appropriately. 1012 * appropriately.
1171 */ 1013 */
1172 if (tmp->container == op) 1014 if (tmp->container == this)
1173 { 1015 {
1174 CLEAR_FLAG (op, FLAG_APPLIED); 1016 flag [FLAG_APPLIED] = 0;
1175 tmp->container = NULL; 1017 tmp->container = 0;
1176 } 1018 }
1177 1019
1178 tmp->contr->socket.update_look = 1; 1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1179 } 1022 }
1180 1023
1181 /* See if player moving off should effect something */ 1024 /* 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)) 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 { 1028 {
1184 move_apply (tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1185 1030
1186 if (was_destroyed (op, tag)) 1031 if (destroyed ())
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1189 }
1190 } 1033 }
1191 1034
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1194 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1195 tmp->above = NULL; 1038 tmp->above = 0;
1196 1039
1197 last = tmp; 1040 last = tmp;
1198 } 1041 }
1199 1042
1200 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1045 if (!last)
1202 { 1046 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 1047 else
1212 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1213 1049
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1216 } 1052 }
1217} 1053}
1218 1054
1219/* 1055/*
1220 * merge_ob(op,top): 1056 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1059 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1062 */
1227
1228object * 1063object *
1229merge_ob (object *op, object *top) 1064merge_ob (object *op, object *top)
1230{ 1065{
1231 if (!op->nrof) 1066 if (!op->nrof)
1232 return 0; 1067 return 0;
1233 1068
1234 if (top == NULL) 1069 if (top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1236 1072
1237 for (; top != NULL; top = top->below) 1073 for (; top; top = top->below)
1238 { 1074 {
1239 if (top == op) 1075 if (top == op)
1240 continue; 1076 continue;
1241 if (CAN_MERGE (op, top)) 1077
1078 if (object::can_merge (op, top))
1242 { 1079 {
1243 top->nrof += op->nrof; 1080 top->nrof += op->nrof;
1244 1081
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1247 remove_ob (op); 1084 op->destroy ();
1248 free_object (op);
1249 return top; 1085 return top;
1250 } 1086 }
1251 } 1087 }
1252 1088
1253 return NULL; 1089 return 0;
1254} 1090}
1255 1091
1256/* 1092/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1258 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1259 */ 1095 */
1260object * 1096object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1098{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1100 {
1270 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1271 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1272 } 1103 }
1273 1104
1292 * Return value: 1123 * Return value:
1293 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1126 * just 'op' otherwise
1296 */ 1127 */
1297
1298object * 1128object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1130{
1301 object *tmp, *top, *floor = NULL; 1131 object *tmp, *top, *floor = NULL;
1302 sint16 x, y; 1132 sint16 x, y;
1303 1133
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1134 if (QUERY_FLAG (op, FLAG_FREED))
1305 { 1135 {
1306 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL; 1137 return NULL;
1308 } 1138 }
1309 1139
1310 if (m == NULL) 1140 if (!m)
1311 { 1141 {
1312 dump_object (op); 1142 char *dump = dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1314 return op; 1145 return op;
1315 } 1146 }
1316 1147
1317 if (out_of_map (m, op->x, op->y)) 1148 if (out_of_map (m, op->x, op->y))
1318 { 1149 {
1319 dump_object (op); 1150 char *dump = dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1321#ifdef MANY_CORES 1152#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object 1153 /* 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 1154 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted. 1155 * improperly inserted.
1325 */ 1156 */
1326 abort (); 1157 abort ();
1327#endif 1158#endif
1159 free (dump);
1328 return op; 1160 return op;
1329 } 1161 }
1330 1162
1331 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 { 1164 {
1333 dump_object (op); 1165 char *dump = dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1335 return op; 1168 return op;
1336 } 1169 }
1337 1170
1338 if (op->more != NULL) 1171 if (op->more)
1339 { 1172 {
1340 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1341 1174
1342 object *more = op->more; 1175 object *more = op->more;
1343 1176
1344 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1345 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1348 */ 1181 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map) 1184 else if (!more->map)
1352 { 1185 {
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 { 1193 {
1361 if (!op->head) 1194 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363 1196
1364 return NULL; 1197 return 0;
1365 } 1198 }
1366 } 1199 }
1367 1200
1368 CLEAR_FLAG (op, FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1202
1376 y = op->y; 1209 y = op->y;
1377 1210
1378 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1379 */ 1212 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1215 if (object::can_merge (op, tmp))
1383 { 1216 {
1384 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1218 tmp->destroy ();
1386 free_object (tmp);
1387 } 1219 }
1388 1220
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1223
1404 op->below = originator->below; 1236 op->below = originator->below;
1405 1237
1406 if (op->below) 1238 if (op->below)
1407 op->below->above = op; 1239 op->below->above = op;
1408 else 1240 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1241 op->ms ().bot = op;
1410 1242
1411 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1412 originator->below = op; 1244 originator->below = op;
1413 } 1245 }
1414 else 1246 else
1415 { 1247 {
1416 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418 { 1250 {
1419 object *last = NULL; 1251 object *last = 0;
1420 1252
1421 /* 1253 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1256 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1432 */ 1264 */
1433
1434 while (top != NULL) 1265 while (top)
1435 { 1266 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1268 floor = top;
1438 1269
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 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 1291 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1293 * stacking is a bit odd.
1463 */ 1294 */
1464 if (!(flag & INS_ON_TOP) && 1295 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)) 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466 { 1297 {
1467 for (last = top; last != floor; last = last->below) 1298 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1300 break;
1470 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493 1324
1494 if (op->above) 1325 if (op->above)
1495 op->above->below = op; 1326 op->above->below = op;
1496 1327
1497 op->below = NULL; 1328 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1499 } 1330 }
1500 else 1331 else
1501 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1502 op->above = top->above; 1333 op->above = top->above;
1503 1334
1506 1337
1507 op->below = top; 1338 op->below = top;
1508 top->above = op; 1339 top->above = op;
1509 } 1340 }
1510 1341
1511 if (op->above == NULL) 1342 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1343 op->ms ().top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1514 1345
1515 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1516 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1517 1354
1518 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1520 */ 1357 */
1521 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1359 if (object *pl = op->ms ().player ())
1523 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1524 tmp->contr->socket.update_look = 1; 1361 pl->contr->ns->floorbox_update ();
1525 1362
1526 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1370 * of effect may be sufficient.
1534 */ 1371 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1537 1374
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1540 1377
1378 INVOKE_OBJECT (INSERT, op);
1379
1541 /* Don't know if moving this to the end will break anything. However, 1380 /* 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. 1381 * we want to have floorbox_update called before calling this.
1543 * 1382 *
1544 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1386 * update_object().
1549 1388
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* 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) 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1552 { 1391 {
1553 if (check_move_on (op, originator)) 1392 if (check_move_on (op, originator))
1554 return NULL; 1393 return 0;
1555 1394
1556 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1396 * walk on's.
1558 */ 1397 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1561 return NULL; 1400 return 0;
1562 } 1401 }
1563 1402
1564 return op; 1403 return op;
1565} 1404}
1566 1405
1567/* this function inserts an object in the map, but if it 1406/* 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. 1407 * 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. 1408 * op is the object to insert it under: supplies x and the map.
1570 */ 1409 */
1571void 1410void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1412{
1574 object * 1413 object *tmp, *tmp1;
1575 tmp;
1576 object *
1577 tmp1;
1578 1414
1579 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1580 1416
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584 { 1419 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1420
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1591 1422
1592 tmp1->x = op->x; 1423 tmp1->x = op->x;
1593 tmp1->y = op->y; 1424 tmp1->y = op->y;
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1595} 1432}
1596 1433
1597/* 1434/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array. 1439 * global static errmsg array.
1603 */ 1440 */
1604
1605object * 1441object *
1606get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1607{ 1443{
1608 object * 1444 object *newob;
1609 newob;
1610 int
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612 1446
1613 if (orig_ob->nrof < nr) 1447 if (orig_ob->nrof < nr)
1614 { 1448 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL; 1450 return NULL;
1617 } 1451 }
1618 1452
1619 newob = object_create_clone (orig_ob); 1453 newob = object_create_clone (orig_ob);
1620 1454
1621 if ((orig_ob->nrof -= nr) < 1) 1455 if ((orig_ob->nrof -= nr) < 1)
1622 { 1456 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) 1457 else if (!is_removed)
1628 { 1458 {
1629 if (orig_ob->env != NULL) 1459 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1651 1481
1652object * 1482object *
1653decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1654{ 1484{
1655 object *tmp; 1485 object *tmp;
1656 player *pl;
1657 1486
1658 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1659 return op; 1488 return op;
1660 1489
1661 if (i > op->nrof) 1490 if (i > op->nrof)
1662 i = op->nrof; 1491 i = op->nrof;
1663 1492
1664 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i; 1494 op->nrof -= i;
1666 else if (op->env != NULL) 1495 else if (op->env)
1667 { 1496 {
1668 /* is this object in the players inventory, or sub container 1497 /* is this object in the players inventory, or sub container
1669 * therein? 1498 * therein?
1670 */ 1499 */
1671 tmp = is_player_inv (op->env); 1500 tmp = op->in_player ();
1672 /* nope. Is this a container the player has opened? 1501 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player. 1502 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly 1503 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map, 1504 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player. 1505 * and then searching the map for a player.
1677 */ 1506 */
1678 if (!tmp) 1507 if (!tmp)
1679 { 1508 for_all_players (pl)
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env) 1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1682 break; 1512 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 } 1513 }
1688 1514
1689 if (i < op->nrof) 1515 if (i < op->nrof)
1690 { 1516 {
1691 sub_weight (op->env, op->weight * i); 1517 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i; 1518 op->nrof -= i;
1693 if (tmp) 1519 if (tmp)
1694 {
1695 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1696 }
1697 } 1521 }
1698 else 1522 else
1699 { 1523 {
1700 remove_ob (op); 1524 op->remove ();
1701 op->nrof = 0; 1525 op->nrof = 0;
1702 if (tmp) 1526 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count); 1527 esrv_del_item (tmp->contr, op->count);
1705 }
1706 } 1528 }
1707 } 1529 }
1708 else 1530 else
1709 { 1531 {
1710 object *above = op->above; 1532 object *above = op->above;
1711 1533
1712 if (i < op->nrof) 1534 if (i < op->nrof)
1713 op->nrof -= i; 1535 op->nrof -= i;
1714 else 1536 else
1715 { 1537 {
1716 remove_ob (op); 1538 op->remove ();
1717 op->nrof = 0; 1539 op->nrof = 0;
1718 } 1540 }
1719 1541
1720 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1722 if (tmp->type == PLAYER) 1544 if (tmp->type == PLAYER)
1723 { 1545 {
1724 if (op->nrof) 1546 if (op->nrof)
1725 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1726 else 1548 else
1730 1552
1731 if (op->nrof) 1553 if (op->nrof)
1732 return op; 1554 return op;
1733 else 1555 else
1734 { 1556 {
1735 free_object (op); 1557 op->destroy ();
1736 return NULL; 1558 return 0;
1737 } 1559 }
1738} 1560}
1739 1561
1740/* 1562/*
1741 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1753 op->carrying += weight; 1575 op->carrying += weight;
1754 op = op->env; 1576 op = op->env;
1755 } 1577 }
1756} 1578}
1757 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1758/* 1600/*
1759 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1760 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1761 * inside the object environment. 1603 * inside the object environment.
1762 * 1604 *
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 1605 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1770 */ 1607 */
1771 1608
1772object * 1609object *
1773insert_ob_in_ob (object *op, object *where) 1610object::insert (object *op)
1774{ 1611{
1775 object * 1612 object *tmp, *otmp;
1776 tmp, *
1777 otmp;
1778 1613
1779 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 { 1615 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 1616
1799 if (op->more) 1617 if (op->more)
1800 { 1618 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1620 return op;
1804 1622
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1807 if (op->nrof) 1625 if (op->nrof)
1808 { 1626 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1628 if (object::can_merge (tmp, op))
1811 { 1629 {
1812 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1631 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1816 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1817 */ 1635 */
1818 add_weight (where, op->weight * op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1819 SET_FLAG (op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1820 free_object (op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1821 op = tmp; 1639 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1823 CLEAR_FLAG (op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break; 1642 break;
1825 } 1643 }
1826 1644
1827 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1828 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract 1647 * (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 1648 * the weight, so we need to add it in again, since we actually do
1831 * the linking below 1649 * the linking below
1832 */ 1650 */
1833 add_weight (where, op->weight * op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1834 } 1652 }
1835 else 1653 else
1836 add_weight (where, (op->weight + op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1837 1655
1838 otmp = is_player_inv (where); 1656 otmp = this->in_player ();
1839 if (otmp && otmp->contr != NULL) 1657 if (otmp && otmp->contr)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp); 1659 otmp->update_stats ();
1843 }
1844 1660
1845 op->map = NULL; 1661 op->map = 0;
1846 op->env = where; 1662 op->env = this;
1847 op->above = NULL; 1663 op->above = 0;
1848 op->below = NULL; 1664 op->below = 0;
1849 op->x = 0, op->y = 0; 1665 op->x = 0, op->y = 0;
1850 1666
1851 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1668 if ((op->glow_radius != 0) && map)
1853 { 1669 {
1854#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map)) 1673 if (map->darkness)
1858 update_all_los (where->map, where->x, where->y); 1674 update_all_los (map, x, y);
1859 } 1675 }
1860 1676
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1862 * It sure simplifies this function... 1678 * It sure simplifies this function...
1863 */ 1679 */
1864 if (where->inv == NULL) 1680 if (!inv)
1865 where->inv = op; 1681 inv = op;
1866 else 1682 else
1867 { 1683 {
1868 op->below = where->inv; 1684 op->below = inv;
1869 op->below->above = op; 1685 op->below->above = op;
1870 where->inv = op; 1686 inv = op;
1871 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1872 return op; 1691 return op;
1873} 1692}
1874 1693
1875/* 1694/*
1876 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1890 * 1709 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1712 * on top.
1894 */ 1713 */
1895
1896int 1714int
1897check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1898{ 1716{
1899 object * 1717 object *tmp;
1900 tmp; 1718 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1719 int x = op->x, y = op->y;
1907 1720
1908 MoveType 1721 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1722
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1724 return 0;
1915
1916 tag = op->count;
1917 1725
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1726 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); 1727 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); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1729
1937 1745
1938 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1940 */ 1748 */
1941 1749
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1943 { 1751 {
1944 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1754 * we don't need to check all of them.
1947 */ 1755 */
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 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)) 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1792 {
1985 move_apply (tmp, op, originator); 1793 move_apply (tmp, op, originator);
1986 1794
1987 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1988 return 1; 1796 return 1;
1989 1797
1990 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
2002/* 1810/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2006 */ 1814 */
2007
2008object * 1815object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1817{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
2015 { 1819 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1821 return NULL;
2018 } 1822 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2020 if (tmp->arch == at) 1825 if (tmp->arch == at)
2021 return tmp; 1826 return tmp;
1827
2022 return NULL; 1828 return NULL;
2023} 1829}
2024 1830
2025/* 1831/*
2026 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2029 */ 1835 */
2030
2031object * 1836object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1837present (unsigned char type, maptile *m, int x, int y)
2033{ 1838{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1839 if (out_of_map (m, x, y))
2038 { 1840 {
2039 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1842 return NULL;
2041 } 1843 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1846 if (tmp->type == type)
2044 return tmp; 1847 return tmp;
1848
2045 return NULL; 1849 return NULL;
2046} 1850}
2047 1851
2048/* 1852/*
2049 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2052 */ 1856 */
2053
2054object * 1857object *
2055present_in_ob (unsigned char type, const object *op) 1858present_in_ob (unsigned char type, const object *op)
2056{ 1859{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1861 if (tmp->type == type)
2062 return tmp; 1862 return tmp;
1863
2063 return NULL; 1864 return NULL;
2064} 1865}
2065 1866
2066/* 1867/*
2067 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1876 * 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 1877 * 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 1878 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1879 * to be unique.
2079 */ 1880 */
2080
2081object * 1881object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1882present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1883{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1886 return tmp;
2091 } 1887
2092 return NULL; 1888 return 0;
2093} 1889}
2094 1890
2095/* 1891/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2099 */ 1895 */
2100
2101object * 1896object *
2102present_arch_in_ob (const archetype *at, const object *op) 1897present_arch_in_ob (const archetype *at, const object *op)
2103{ 1898{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1900 if (tmp->arch == at)
2109 return tmp; 1901 return tmp;
1902
2110 return NULL; 1903 return NULL;
2111} 1904}
2112 1905
2113/* 1906/*
2114 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2115 */ 1908 */
2116void 1909void
2117flag_inv (object *op, int flag) 1910flag_inv (object *op, int flag)
2118{ 1911{
2119 object *
2120 tmp;
2121
2122 if (op->inv) 1912 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 { 1914 {
2125 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
2127 } 1917 }
2128} /* 1918}
1919
1920/*
2129 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2130 */ 1922 */
2131void 1923void
2132unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2133{ 1925{
2134 object *
2135 tmp;
2136
2137 if (op->inv) 1926 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 { 1928 {
2140 CLEAR_FLAG (tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1930 unflag_inv (tmp, flag);
2142 } 1931 }
2143} 1932}
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for 1937 * 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. 1938 * him/her-self and all object carried by a call to this function.
2150 */ 1939 */
2151
2152void 1940void
2153set_cheat (object *op) 1941set_cheat (object *op)
2154{ 1942{
2155 SET_FLAG (op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * 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 1964 * 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 1965 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1966 * customized, changed states, etc.
2179 */ 1967 */
2180
2181int 1968int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 1970{
2184 int
2185 i,
2186 index = 0, flag; 1971 int index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2189 1973
2190 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2191 { 1975 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2193 if (!flag) 1977 if (!flag)
2194 altern[index++] = i; 1978 altern [index++] = i;
2195 1979
2196 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* 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. 1981 * 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 - 1982 * 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 1983 * 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 1984 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2203 */ 1987 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2205 stop = maxfree[i]; 1989 stop = maxfree[i];
2206 } 1990 }
1991
2207 if (!index) 1992 if (!index)
2208 return -1; 1993 return -1;
1994
2209 return altern[RANDOM () % index]; 1995 return altern[RANDOM () % index];
2210} 1996}
2211 1997
2212/* 1998/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2001 * 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. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2003 */
2218
2219int 2004int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2006{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2009 return i;
2229 } 2010
2230 return -1; 2011 return -1;
2231} 2012}
2232 2013
2233/* 2014/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2018 */
2237static void 2019static void
2238permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2239{ 2021{
2240 int 2022 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2023 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2024
2251 tmp = arr[i]; 2025 while (--end)
2252 arr[i] = arr[j]; 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2027}
2256 2028
2257/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2030 * 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 2031 * 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. 2034 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2035 */
2264void 2036void
2265get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2266{ 2038{
2267 int 2039 int i;
2268 i;
2269 2040
2270 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2042 search_arr[i] = i;
2273 }
2274 2043
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2047}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * 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 2057 * 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 2058 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2059 * there is capable of.
2291 */ 2060 */
2292
2293int 2061int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2063{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2299 2065
2300 sint16 nx, ny; 2066 sint16 nx, ny;
2301 object * 2067 object *tmp;
2302 tmp; 2068 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2069
2306 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2307 2071
2308 if (exclude && exclude->head) 2072 if (exclude && exclude->head)
2309 { 2073 {
2321 mp = m; 2085 mp = m;
2322 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2324 2088
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2326 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2092 max = maxfree[i];
2329 }
2330 else 2093 else
2331 { 2094 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2333 2098
2334 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2100 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2339 { 2102 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2104 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))) 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break; 2106 break;
2345 } 2107
2346 }
2347 if (tmp) 2108 if (tmp)
2348 {
2349 return freedir[i]; 2109 return freedir[i];
2350 }
2351 } 2110 }
2352 } 2111 }
2353 } 2112 }
2113
2354 return 0; 2114 return 0;
2355} 2115}
2356 2116
2357/* 2117/*
2358 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2119 * distance between the two given objects.
2360 */ 2120 */
2361
2362int 2121int
2363distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2364{ 2123{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2125}
2371 2126
2372/* 2127/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * 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 2129 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2376 */ 2131 */
2377
2378int 2132int
2379find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2380{ 2134{
2381 int 2135 int q;
2382 q;
2383 2136
2384 if (y) 2137 if (y)
2385 q = x * 100 / y; 2138 q = x * 100 / y;
2386 else if (x) 2139 else if (x)
2387 q = -300 * x; 2140 q = -300 * x;
2422int 2175int
2423absdir (int d) 2176absdir (int d)
2424{ 2177{
2425 while (d < 1) 2178 while (d < 1)
2426 d += 8; 2179 d += 8;
2180
2427 while (d > 8) 2181 while (d > 8)
2428 d -= 8; 2182 d -= 8;
2183
2429 return d; 2184 return d;
2430} 2185}
2431 2186
2432/* 2187/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 */ 2190 */
2436 2191
2437int 2192int
2438dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2439{ 2194{
2440 int 2195 int d;
2441 d;
2442 2196
2443 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2444 if (d > 4) 2198 if (d > 4)
2445 d = 8 - d; 2199 d = 8 - d;
2200
2446 return d; 2201 return d;
2447} 2202}
2448 2203
2449/* peterm: 2204/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * 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 2208 * 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. 2209 * 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 2210 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2211 * functions.
2457 */ 2212 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2268 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2517 */ 2270 */
2518
2519
2520int 2271int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2273{
2523 sint16 dx, dy; 2274 sint16 dx, dy;
2524 int
2525 mflags; 2275 int mflags;
2526 2276
2527 if (dir < 0) 2277 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2529 2279
2530 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2543 return 0; 2293 return 0;
2544 2294
2545 /* yes, can see. */ 2295 /* yes, can see. */
2546 if (dir < 9) 2296 if (dir < 9)
2547 return 1; 2297 return 1;
2298
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 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]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2302}
2551
2552
2553 2303
2554/* 2304/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2305 * 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 2306 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (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)); 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2321}
2572 2322
2573
2574/* 2323/*
2575 * create clone from object to another 2324 * create clone from object to another
2576 */ 2325 */
2577object * 2326object *
2578object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2579{ 2328{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2582 2330
2583 if (!asrc) 2331 if (!asrc)
2584 return NULL; 2332 return 0;
2333
2585 src = asrc; 2334 src = asrc;
2586 if (src->head) 2335 if (src->head)
2587 src = src->head; 2336 src = src->head;
2588 2337
2589 prev = NULL; 2338 prev = 0;
2590 for (part = src; part; part = part->more) 2339 for (part = src; part; part = part->more)
2591 { 2340 {
2592 tmp = get_object (); 2341 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2342 tmp->x -= src->x;
2595 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2596 if (!part->head) 2345 if (!part->head)
2597 { 2346 {
2598 dst = tmp; 2347 dst = tmp;
2599 tmp->head = NULL; 2348 tmp->head = 0;
2600 } 2349 }
2601 else 2350 else
2602 {
2603 tmp->head = dst; 2351 tmp->head = dst;
2604 } 2352
2605 tmp->more = NULL; 2353 tmp->more = 0;
2354
2606 if (prev) 2355 if (prev)
2607 prev->more = tmp; 2356 prev->more = tmp;
2357
2608 prev = tmp; 2358 prev = tmp;
2609 } 2359 }
2610 2360
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2363
2617 return dst; 2364 return dst;
2618} 2365}
2619 2366
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. */ 2367/* 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 */ 2368/* 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, */ 2369/* 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. */ 2370/* 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. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2640
2641object * 2373object *
2642load_object_str (const char *obstr) 2374load_object_str (const char *obstr)
2643{ 2375{
2644 object * 2376 object *op;
2645 op;
2646 char
2647 filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2648 2378
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650 2380
2651 FILE *
2652 tempfile = fopen (filename, "w"); 2381 FILE *tempfile = fopen (filename, "w");
2653 2382
2654 if (tempfile == NULL) 2383 if (tempfile == NULL)
2655 { 2384 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL; 2386 return NULL;
2658 }; 2387 }
2388
2659 fprintf (tempfile, obstr); 2389 fprintf (tempfile, obstr);
2660 fclose (tempfile); 2390 fclose (tempfile);
2661 2391
2662 op = get_object (); 2392 op = object::create ();
2663 2393
2664 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2665 2395
2666 if (thawer) 2396 if (thawer)
2667 load_object (thawer, op, 0); 2397 load_object (thawer, op, 0);
2677 * returns NULL if no match. 2407 * returns NULL if no match.
2678 */ 2408 */
2679object * 2409object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2411{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2414 return tmp;
2688 2415
2689 return NULL; 2416 return 0;
2690} 2417}
2691 2418
2692/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2420 * otherwise return NULL.
2694 * 2421 *
2696 * do the desired thing. 2423 * do the desired thing.
2697 */ 2424 */
2698key_value * 2425key_value *
2699get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2700{ 2427{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2429 if (link->key == key)
2707 {
2708 return link; 2430 return link;
2709 }
2710 }
2711 2431
2712 return NULL; 2432 return 0;
2713} 2433}
2714 2434
2715/* 2435/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2437 *
2757 * Returns TRUE on success. 2477 * Returns TRUE on success.
2758 */ 2478 */
2759int 2479int
2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{ 2481{
2762 key_value *
2763 field = NULL, *last = NULL; 2482 key_value *field = NULL, *last = NULL;
2764 2483
2765 for (field = op->key_values; field != NULL; field = field->next) 2484 for (field = op->key_values; field != NULL; field = field->next)
2766 { 2485 {
2767 if (field->key != canonical_key) 2486 if (field->key != canonical_key)
2768 { 2487 {
2796 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2797 2516
2798 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2799 2518
2800 if (!add_key) 2519 if (!add_key)
2801 {
2802 return FALSE; 2520 return FALSE;
2803 } 2521
2804 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2808 * should pass in "" 2526 * should pass in ""
2857 } 2575 }
2858 else 2576 else
2859 item = item->env; 2577 item = item->env;
2860} 2578}
2861 2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2862// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2863const char * 2610const char *
2864object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2865{ 2612{
2613 char flagdesc[512];
2866 char info2[256 * 3]; 2614 char info2[256 * 4];
2867 char *p = info; 2615 char *p = info;
2868 2616
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2870 count, 2618 count, uuid.seq,
2871 &name, 2619 &name,
2872 title ? " " : "", 2620 title ? "\",title:" : "",
2873 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2874 2623
2875 if (env) 2624 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877 2626
2878 if (map) 2627 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2880 2629
2881 return info; 2630 return info;
2882} 2631}
2883 2632
2884const char * 2633const char *
2885object::debug_desc () const 2634object::debug_desc () const
2886{ 2635{
2887 static char info[256 * 3]; 2636 static char info[256 * 4];
2888 return debug_desc (info); 2637 return debug_desc (info);
2889} 2638}
2890 2639

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