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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117 195
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * 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.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436} 430}
437 431
438/* 432/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474}
475
476/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 434 * skill and experience objects.
479 */ 435 */
480void 436void
481set_owner (object *op, object *owner) 437object::set_owner (object *owner)
482{ 438{
483 if (owner == NULL || op == NULL) 439 if (!owner)
484 return; 440 return;
485 441
486 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
492 */ 448 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
494 owner = owner->owner; 450 owner = owner->owner;
495 451
496 /* IF the owner still has an owner, we did not resolve to a final owner.
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner; 452 this->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 {
525 /* players don't have owners - they own themselves. Update
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return;
532 }
533
534 set_owner (op, owner);
535} 453}
536 454
537/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 456 * refcounts and freeing the links.
539 */ 457 */
549 } 467 }
550 468
551 op->key_values = 0; 469 op->key_values = 0;
552} 470}
553 471
554void object::clear ()
555{
556 attachable_base::clear ();
557
558 free_key_values (this);
559
560 clear_owner (this);
561
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/* 472/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
625 * will point at garbage. 478 * will point at garbage.
626 */ 479 */
627
628void 480void
629copy_object (object *op2, object *op) 481object::copy_to (object *dst)
630{ 482{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
633 485
634 op2->clone (op); 486 *(object_copy *)dst = *this;
635 487
636 if (is_freed) 488 if (is_freed)
637 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
638 if (is_removed) 491 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
640 493
641 if (op2->speed < 0) 494 if (speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
643 496
644 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
645 if (op2->key_values) 498 if (key_values)
646 { 499 {
647 key_value *tail = 0; 500 key_value *tail = 0;
648 key_value *i; 501 key_value *i;
649 502
650 op->key_values = 0; 503 dst->key_values = 0;
651 504
652 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
653 { 506 {
654 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
655 508
656 new_link->next = 0; 509 new_link->next = 0;
657 new_link->key = i->key; 510 new_link->key = i->key;
658 new_link->value = i->value; 511 new_link->value = i->value;
659 512
660 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
661 if (!op->key_values) 514 if (!dst->key_values)
662 { 515 {
663 op->key_values = new_link; 516 dst->key_values = new_link;
664 tail = new_link; 517 tail = new_link;
665 } 518 }
666 else 519 else
667 { 520 {
668 tail->next = new_link; 521 tail->next = new_link;
669 tail = new_link; 522 tail = new_link;
670 } 523 }
671 } 524 }
672 } 525 }
673 526
674 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
675} 536}
676 537
677/* 538/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
692/* 553/*
693 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
696 */ 557 */
697
698void 558void
699update_ob_speed (object *op) 559object::set_speed (float speed)
700{ 560{
701 extern int arch_init; 561 extern int arch_init;
702 562
703 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated. 564 * since they never really need to be updated.
705 */ 565 */
706 566 if (flag [FLAG_FREED] && speed)
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 567 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 569 speed = 0;
714#endif
715 } 570 }
571
572 this->speed = speed;
573
716 if (arch_init) 574 if (arch_init)
717 {
718 return; 575 return;
719 } 576
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
721 { 578 {
722 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
724 return; 581 return;
725 582
726 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
727 * of the list. */ 584 * of the list. */
728 op->active_next = active_objects; 585 active_next = active_objects;
586
729 if (op->active_next != NULL) 587 if (active_next)
730 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
731 active_objects = op; 590 active_objects = this;
732 } 591 }
733 else 592 else
734 { 593 {
735 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
737 return; 596 return;
738 597
739 if (op->active_prev == NULL) 598 if (!active_prev)
740 { 599 {
741 active_objects = op->active_next; 600 active_objects = active_next;
601
742 if (op->active_next != NULL) 602 if (active_next)
743 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
744 } 604 }
745 else 605 else
746 { 606 {
747 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
748 if (op->active_next) 609 if (active_next)
749 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
750 } 611 }
612
751 op->active_next = NULL; 613 active_next = 0;
752 op->active_prev = NULL; 614 active_prev = 0;
753 } 615 }
754} 616}
755 617
756/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
757 * objects. 619 * objects.
783 op->active_next = NULL; 645 op->active_next = NULL;
784 op->active_prev = NULL; 646 op->active_prev = NULL;
785} 647}
786 648
787/* 649/*
788 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 653 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
795 * 657 *
796 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 659 * current action are:
802 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
807 */ 665 */
808
809void 666void
810update_object (object *op, int action) 667update_object (object *op, int action)
811{ 668{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
814 670
815 if (op == NULL) 671 if (op == NULL)
816 { 672 {
817 /* this should never happen */ 673 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 675 return;
820 } 676 }
821 677
822 if (op->env != NULL) 678 if (op->env)
823 { 679 {
824 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
825 * to do in this case. 681 * to do in this case.
826 */ 682 */
827 return; 683 return;
832 */ 688 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 690 return;
835 691
836 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 694 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 696#ifdef MANY_CORES
841 abort (); 697 abort ();
842#endif 698#endif
843 return; 699 return;
844 } 700 }
845 701
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
853 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
854 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 719 * to have move_allow right now.
878 */ 720 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 723 m.flags_ = P_NEED_UPDATE;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 724 }
885 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 727 * that is being removed.
888 */ 728 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
891 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
893 else 733 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 735
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 736 if (op->more)
903 update_object (op->more, action); 737 update_object (op->more, action);
904} 738}
905 739
906static unordered_vector < object *>mortals; 740object::vector object::objects; // not yet used
907static 741object *object::first;
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922 742
923object::object () 743object::object ()
924{ 744{
925 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
926 746
927 expmul = 1.0; 747 expmul = 1.0;
928 face = blank_face; 748 face = blank_face;
929 attacked_by_count = -1;
930} 749}
931 750
932object::~object () 751object::~object ()
933{ 752{
934 free_key_values (this); 753 free_key_values (this);
935} 754}
936 755
937void object::link () 756void object::link ()
938{ 757{
939 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
940 760
941 prev = 0; 761 prev = 0;
942 next = objects; 762 next = object::first;
943 763
944 if (objects) 764 if (object::first)
945 objects->prev = this; 765 object::first->prev = this;
946 766
947 objects = this; 767 object::first = this;
948} 768}
949 769
950void object::unlink () 770void object::unlink ()
951{ 771{
952 count = 0; 772 if (this == object::first)
773 object::first = next;
953 774
954 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
958 prev = 0; 779 prev = 0;
959 }
960
961 if (next)
962 {
963 next->prev = prev;
964 next = 0; 780 next = 0;
965 }
966
967 if (this == objects)
968 objects = next;
969} 781}
970 782
971object *object::create () 783object *object::create ()
972{ 784{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 785 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 786 op->link ();
989 return op; 787 return op;
990} 788}
991 789
992/* 790void
993 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 792{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
1005 return; 805 return;
1006 806
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 807 flag [FLAG_FREED] = 1;
1008 remove_ob (this);
1009 808
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 809 while (inv)
1011 remove_friendly_object (this); 810 inv->destroy ();
1012 811
1013 SET_FLAG (this, FLAG_FREED); 812 set_speed (0);
813 unlink ();
814
815 // hack to ensure that freed objects still have a valid map
816 {
817 static maptile *freed_map; // freed objects are moved here to avoid crashes
818
819 if (!freed_map)
820 {
821 freed_map = new maptile;
822
823 freed_map->name = "/internal/freed_objects_map";
824 freed_map->width = 3;
825 freed_map->height = 3;
826
827 freed_map->allocate ();
828 }
829
830 map = freed_map;
831 x = 1;
832 y = 1;
833 }
834
835 head = 0;
1014 836
1015 if (more) 837 if (more)
1016 { 838 {
1017 more->free (free_inventory); 839 more->destroy ();
1018 more = 0; 840 more = 0;
1019 } 841 }
1020 842
1021 if (inv) 843 // clear those pointers that likely might have circular references to us
1022 { 844 owner = 0;
845 enemy = 0;
846 attacked_by = 0;
847
848 // only relevant for players(?), but make sure of it anyways
849 contr = 0;
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
1023 /* Only if the space blocks everything do we not process - 859 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects 860 * if some form of movement is allowed, let objects
1025 * drop on that space. 861 * drop on that space.
1026 */ 862 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)) 863 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
864 {
865 while (inv)
866 inv->destroy ();
867 }
868 else
869 { /* Put objects in inventory onto this space */
870 while (inv)
1028 { 871 {
1029 object *op = inv; 872 object *op = inv;
1030 873
1031 while (op) 874 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE
877 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE])
879 op->destroy ();
880 else
1032 { 881 {
1033 object *tmp = op->below; 882 op->remove ();
1034 op->free (free_inventory);
1035 op = tmp; 883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 } 886 }
1037 } 887 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041
1042 while (op)
1043 {
1044 object *tmp = op->below;
1045
1046 remove_ob (op);
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 } 888 }
889}
1062 890
1063 clear_owner (this); 891void
892object::destroy (bool destroy_inventory)
893{
894 if (destroyed ())
895 return;
1064 896
1065 /* Remove object from the active list */ 897 if (destroy_inventory)
1066 speed = 0; 898 destroy_inv (true);
1067 update_ob_speed (this);
1068 899
1069 unlink (); 900 attachable::destroy ();
1070
1071 mortals.push_back (this);
1072} 901}
1073 902
1074/* 903/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 905 * weight of an object (and what is carried by it's environment(s)).
1077 */ 906 */
1078
1079void 907void
1080sub_weight (object *op, signed long weight) 908sub_weight (object *op, signed long weight)
1081{ 909{
1082 while (op != NULL) 910 while (op != NULL)
1083 { 911 {
1084 if (op->type == CONTAINER) 912 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 914
1088 op->carrying -= weight; 915 op->carrying -= weight;
1089 op = op->env; 916 op = op->env;
1090 } 917 }
1091} 918}
1092 919
1093/* remove_ob(op): 920/* op->remove ():
1094 * This function removes the object op from the linked list of objects 921 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 922 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 923 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 924 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 925 * the previous environment.
1099 * Beware: This function is called from the editor as well! 926 * Beware: This function is called from the editor as well!
1100 */ 927 */
1101
1102void 928void
1103remove_ob (object *op) 929object::remove ()
1104{ 930{
931 object *tmp, *last = 0;
1105 object * 932 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 933
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED)) 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 935 return;
1124 936
1125 SET_FLAG (op, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1126 939
1127 if (op->more != NULL) 940 if (more)
1128 remove_ob (op->more); 941 more->remove ();
1129 942
1130 /* 943 /*
1131 * In this case, the object to be removed is in someones 944 * In this case, the object to be removed is in someones
1132 * inventory. 945 * inventory.
1133 */ 946 */
1134 if (op->env != NULL) 947 if (env)
1135 { 948 {
1136 if (op->nrof) 949 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 950 sub_weight (env, weight * nrof);
1138 else 951 else
1139 sub_weight (op->env, op->weight + op->carrying); 952 sub_weight (env, weight + carrying);
1140 953
1141 /* NO_FIX_PLAYER is set when a great many changes are being 954 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 956 * to save cpu time.
1144 */ 957 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 959 otmp->update_stats ();
1147 960
1148 if (op->above != NULL) 961 if (above != NULL)
1149 op->above->below = op->below; 962 above->below = below;
1150 else 963 else
1151 op->env->inv = op->below; 964 env->inv = below;
1152 965
1153 if (op->below != NULL) 966 if (below != NULL)
1154 op->below->above = op->above; 967 below->above = above;
1155 968
1156 /* we set up values so that it could be inserted into 969 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 970 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 971 * to the caller to decide what we want to do.
1159 */ 972 */
1160 op->x = op->env->x, op->y = op->env->y; 973 x = env->x, y = env->y;
1161 op->map = op->env->map; 974 map = env->map;
1162 op->above = NULL, op->below = NULL; 975 above = 0, below = 0;
1163 op->env = NULL; 976 env = 0;
1164 } 977 }
1165 else if (op->map) 978 else if (map)
1166 { 979 {
1167 x = op->x;
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 }
1181
1182 if (op->map != m)
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had 980 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about 981 * lots of logic for things we no longer care about
1188 */ 982 */
1189 983
1190 /* link the object above us */ 984 /* link the object above us */
1191 if (op->above) 985 if (above)
1192 op->above->below = op->below; 986 above->below = below;
1193 else 987 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 988 map->at (x, y).top = below; /* we were top, set new top */
1195 989
1196 /* Relink the object below us, if there is one */ 990 /* Relink the object below us, if there is one */
1197 if (op->below) 991 if (below)
1198 op->below->above = op->above; 992 below->above = above;
1199 else 993 else
1200 { 994 {
1201 /* Nothing below, which means we need to relink map object for this space 995 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 996 * use translated coordinates in case some oddness with map tiling is
1203 * evident 997 * evident
1204 */ 998 */
1205 if (GET_MAP_OB (m, x, y) != op) 999 if (GET_MAP_OB (map, x, y) != this)
1206 { 1000 {
1207 dump_object (op); 1001 char *dump = dump_object (this);
1208 LOG (llevError, 1002 LOG (llevError,
1209 "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); 1003 "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);
1004 free (dump);
1210 dump_object (GET_MAP_OB (m, x, y)); 1005 dump = dump_object (GET_MAP_OB (map, x, y));
1211 LOG (llevError, "%s\n", errmsg); 1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1212 } 1008 }
1213 1009
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1010 map->at (x, y).bot = above; /* goes on above it. */
1215 } 1011 }
1216 1012
1217 op->above = 0; 1013 above = 0;
1218 op->below = 0; 1014 below = 0;
1219 1015
1220 if (op->map->in_memory == MAP_SAVING) 1016 if (map->in_memory == MAP_SAVING)
1221 return; 1017 return;
1222 1018
1223 tag = op->count; 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1020
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1227 { 1022 {
1228 /* No point updating the players look faces if he is the object 1023 /* No point updating the players look faces if he is the object
1229 * being removed. 1024 * being removed.
1230 */ 1025 */
1231 1026
1232 if (tmp->type == PLAYER && tmp != op) 1027 if (tmp->type == PLAYER && tmp != this)
1233 { 1028 {
1234 /* If a container that the player is currently using somehow gets 1029 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1030 * removed (most likely destroyed), update the player view
1236 * appropriately. 1031 * appropriately.
1237 */ 1032 */
1238 if (tmp->container == op) 1033 if (tmp->container == this)
1239 { 1034 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1035 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1036 tmp->container = 0;
1242 } 1037 }
1243 1038
1244 tmp->contr->socket.update_look = 1; 1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1245 } 1041 }
1246 1042
1247 /* See if player moving off should effect something */ 1043 /* See if player moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1044 if (check_walk_off
1045 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1047 {
1250 move_apply (tmp, op, NULL); 1048 move_apply (tmp, this, 0);
1251 1049
1252 if (was_destroyed (op, tag)) 1050 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1052 }
1257 1053
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1055
1260 if (tmp->above == tmp) 1056 if (tmp->above == tmp)
1261 tmp->above = NULL; 1057 tmp->above = 0;
1262 1058
1263 last = tmp; 1059 last = tmp;
1264 } 1060 }
1265 1061
1266 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1267 if (last == NULL) 1063 if (!last)
1268 { 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1065 else
1278 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1279 1067
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1282 } 1070 }
1283} 1071}
1284 1072
1285/* 1073/*
1286 * merge_ob(op,top): 1074 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1076 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1077 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1078 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1079 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1080 */
1293
1294object * 1081object *
1295merge_ob (object *op, object *top) 1082merge_ob (object *op, object *top)
1296{ 1083{
1297 if (!op->nrof) 1084 if (!op->nrof)
1298 return 0; 1085 return 0;
1299 1086
1300 if (top == NULL) 1087 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1302 1090
1303 for (; top != NULL; top = top->below) 1091 for (; top; top = top->below)
1304 { 1092 {
1305 if (top == op) 1093 if (top == op)
1306 continue; 1094 continue;
1307 if (CAN_MERGE (op, top)) 1095
1096 if (object::can_merge (op, top))
1308 { 1097 {
1309 top->nrof += op->nrof; 1098 top->nrof += op->nrof;
1310 1099
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1102 op->destroy ();
1314 free_object (op);
1315 return top; 1103 return top;
1316 } 1104 }
1317 } 1105 }
1318 1106
1319 return NULL; 1107 return 0;
1320} 1108}
1321 1109
1322/* 1110/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324 * job preparing multi-part monsters 1112 * job preparing multi-part monsters
1325 */ 1113 */
1326object * 1114object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1116{
1329 object *tmp; 1117 object *tmp;
1330 1118
1331 if (op->head) 1119 if (op->head)
1332 op = op->head; 1120 op = op->head;
1358 * Return value: 1146 * Return value:
1359 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1149 * just 'op' otherwise
1362 */ 1150 */
1363
1364object * 1151object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1153{
1367 object *tmp, *top, *floor = NULL; 1154 object *tmp, *top, *floor = NULL;
1368 sint16 x, y; 1155 sint16 x, y;
1369 1156
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1373 return NULL; 1160 return NULL;
1374 } 1161 }
1375 1162
1376 if (m == NULL) 1163 if (m == NULL)
1377 { 1164 {
1378 dump_object (op); 1165 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1167 free (dump);
1380 return op; 1168 return op;
1381 } 1169 }
1382 1170
1383 if (out_of_map (m, op->x, op->y)) 1171 if (out_of_map (m, op->x, op->y))
1384 { 1172 {
1385 dump_object (op); 1173 char *dump = dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1387#ifdef MANY_CORES 1175#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1176 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting 1177 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1178 * improperly inserted.
1391 */ 1179 */
1392 abort (); 1180 abort ();
1393#endif 1181#endif
1182 free (dump);
1394 return op; 1183 return op;
1395 } 1184 }
1396 1185
1397 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1186 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 { 1187 {
1399 dump_object (op); 1188 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1190 free (dump);
1401 return op; 1191 return op;
1402 } 1192 }
1403 1193
1404 if (op->more != NULL) 1194 if (op->more)
1405 { 1195 {
1406 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1407 1197
1408 object *more = op->more; 1198 object *more = op->more;
1409 1199
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 { 1216 {
1427 if (!op->head) 1217 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1219
1430 return NULL; 1220 return 0;
1431 } 1221 }
1432 } 1222 }
1433 1223
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1225
1443 1233
1444 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1445 */ 1235 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1238 if (object::can_merge (op, tmp))
1449 { 1239 {
1450 op->nrof += tmp->nrof; 1240 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1241 tmp->destroy ();
1452 free_object (tmp);
1453 } 1242 }
1454 1243
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1244 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1245 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1246
1470 op->below = originator->below; 1259 op->below = originator->below;
1471 1260
1472 if (op->below) 1261 if (op->below)
1473 op->below->above = op; 1262 op->below->above = op;
1474 else 1263 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1264 op->ms ().bot = op;
1476 1265
1477 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1478 originator->below = op; 1267 originator->below = op;
1479 } 1268 }
1480 else 1269 else
1526 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1317 * stacking is a bit odd.
1529 */ 1318 */
1530 if (!(flag & INS_ON_TOP) && 1319 if (!(flag & INS_ON_TOP) &&
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 { 1321 {
1533 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1324 break;
1536 /* Check to see if we found the object that blocks view, 1325 /* Check to see if we found the object that blocks view,
1559 1348
1560 if (op->above) 1349 if (op->above)
1561 op->above->below = op; 1350 op->above->below = op;
1562 1351
1563 op->below = NULL; 1352 op->below = NULL;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1353 op->ms ().bot = op;
1565 } 1354 }
1566 else 1355 else
1567 { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1568 op->above = top->above; 1357 op->above = top->above;
1569 1358
1573 op->below = top; 1362 op->below = top;
1574 top->above = op; 1363 top->above = op;
1575 } 1364 }
1576 1365
1577 if (op->above == NULL) 1366 if (op->above == NULL)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1367 op->ms ().top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1368 } /* else not INS_BELOW_ORIGINATOR */
1580 1369
1581 if (op->type == PLAYER) 1370 if (op->type == PLAYER)
1582 op->contr->do_los = 1; 1371 op->contr->do_los = 1;
1583 1372
1584 /* If we have a floor, we know the player, if any, will be above 1373 /* If we have a floor, we know the player, if any, will be above
1585 * it, so save a few ticks and start from there. 1374 * it, so save a few ticks and start from there.
1586 */ 1375 */
1587 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1377 if (object *pl = op->ms ().player ())
1589 if (tmp->type == PLAYER) 1378 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1379 pl->contr->ns->floorbox_update ();
1591 1380
1592 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1382 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1383 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1384 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1385 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1387 * or just updating the P_NEED_UPDATE for spaces within this area
1599 * of effect may be sufficient. 1388 * of effect may be sufficient.
1600 */ 1389 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1603 1392
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1606 1395
1396 INVOKE_OBJECT (INSERT, op);
1397
1607 /* Don't know if moving this to the end will break anything. However, 1398 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1399 * we want to have floorbox_update called before calling this.
1609 * 1400 *
1610 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1402 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1403 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1404 * update_object().
1615 1406
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1407 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1409 {
1619 if (check_move_on (op, originator)) 1410 if (check_move_on (op, originator))
1620 return NULL; 1411 return 0;
1621 1412
1622 /* If we are a multi part object, lets work our way through the check 1413 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1414 * walk on's.
1624 */ 1415 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1627 return NULL; 1418 return 0;
1628 } 1419 }
1629 1420
1630 return op; 1421 return op;
1631} 1422}
1632 1423
1633/* this function inserts an object in the map, but if it 1424/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1425 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1426 * op is the object to insert it under: supplies x and the map.
1636 */ 1427 */
1637void 1428void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1429replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1430{
1640 object * 1431 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1432
1645 /* first search for itself and remove any old instances */ 1433 /* first search for itself and remove any old instances */
1646 1434
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1435 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1437 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1438
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1439 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1440
1658 tmp1->x = op->x; 1441 tmp1->x = op->x;
1659 tmp1->y = op->y; 1442 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1443 insert_ob_in_map (tmp1, op->map, op, 0);
1661} 1444}
1669 */ 1452 */
1670 1453
1671object * 1454object *
1672get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1673{ 1456{
1674 object * 1457 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1459
1679 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1680 { 1461 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1463 return NULL;
1683 } 1464 }
1684 1465
1685 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1686 1467
1687 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1688 { 1469 orig_ob->destroy (1);
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed) 1470 else if (!is_removed)
1694 { 1471 {
1695 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1717 1494
1718object * 1495object *
1719decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1720{ 1497{
1721 object *tmp; 1498 object *tmp;
1722 player *pl;
1723 1499
1724 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1501 return op;
1726 1502
1727 if (i > op->nrof) 1503 if (i > op->nrof)
1728 i = op->nrof; 1504 i = op->nrof;
1729 1505
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1507 op->nrof -= i;
1732 else if (op->env != NULL) 1508 else if (op->env)
1733 { 1509 {
1734 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1735 * therein? 1511 * therein?
1736 */ 1512 */
1737 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1518 * and then searching the map for a player.
1743 */ 1519 */
1744 if (!tmp) 1520 if (!tmp)
1745 { 1521 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1748 break; 1525 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1526 }
1754 1527
1755 if (i < op->nrof) 1528 if (i < op->nrof)
1756 { 1529 {
1757 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1531 op->nrof -= i;
1759 if (tmp) 1532 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1762 }
1763 } 1534 }
1764 else 1535 else
1765 { 1536 {
1766 remove_ob (op); 1537 op->remove ();
1767 op->nrof = 0; 1538 op->nrof = 0;
1768 if (tmp) 1539 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1541 }
1773 } 1542 }
1774 else 1543 else
1775 { 1544 {
1776 object *above = op->above; 1545 object *above = op->above;
1777 1546
1778 if (i < op->nrof) 1547 if (i < op->nrof)
1779 op->nrof -= i; 1548 op->nrof -= i;
1780 else 1549 else
1781 { 1550 {
1782 remove_ob (op); 1551 op->remove ();
1783 op->nrof = 0; 1552 op->nrof = 0;
1784 } 1553 }
1785 1554
1786 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1789 { 1558 {
1790 if (op->nrof) 1559 if (op->nrof)
1791 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1792 else 1561 else
1796 1565
1797 if (op->nrof) 1566 if (op->nrof)
1798 return op; 1567 return op;
1799 else 1568 else
1800 { 1569 {
1801 free_object (op); 1570 op->destroy ();
1802 return NULL; 1571 return 0;
1803 } 1572 }
1804} 1573}
1805 1574
1806/* 1575/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1819 op->carrying += weight; 1588 op->carrying += weight;
1820 op = op->env; 1589 op = op->env;
1821 } 1590 }
1822} 1591}
1823 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1824/* 1613/*
1825 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1826 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1827 * inside the object environment. 1616 * inside the object environment.
1828 * 1617 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1836 */ 1620 */
1837 1621
1838object * 1622object *
1839insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1840{ 1624{
1841 object * 1625 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1626
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1628 op->remove ();
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864 1629
1865 if (op->more) 1630 if (op->more)
1866 { 1631 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1633 return op;
1870 1635
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1638 if (op->nrof)
1874 { 1639 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1877 { 1642 {
1878 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1644 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1883 */ 1648 */
1884 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1887 op = tmp; 1652 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1655 break;
1891 } 1656 }
1892 1657
1893 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1662 * the linking below
1898 */ 1663 */
1899 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1900 } 1665 }
1901 else 1666 else
1902 add_weight (where, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1903 1668
1904 otmp = is_player_inv (where); 1669 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1670 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1672 otmp->update_stats ();
1909 }
1910 1673
1911 op->map = NULL; 1674 op->map = 0;
1912 op->env = where; 1675 op->env = this;
1913 op->above = NULL; 1676 op->above = 0;
1914 op->below = NULL; 1677 op->below = 0;
1915 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1916 1679
1917 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1681 if ((op->glow_radius != 0) && map)
1919 { 1682 {
1920#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1686 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1687 update_all_los (map, x, y);
1925 } 1688 }
1926 1689
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1691 * It sure simplifies this function...
1929 */ 1692 */
1930 if (where->inv == NULL) 1693 if (!inv)
1931 where->inv = op; 1694 inv = op;
1932 else 1695 else
1933 { 1696 {
1934 op->below = where->inv; 1697 op->below = inv;
1935 op->below->above = op; 1698 op->below->above = op;
1936 where->inv = op; 1699 inv = op;
1937 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1938 return op; 1704 return op;
1939} 1705}
1940 1706
1941/* 1707/*
1942 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1960 */ 1726 */
1961 1727
1962int 1728int
1963check_move_on (object *op, object *originator) 1729check_move_on (object *op, object *originator)
1964{ 1730{
1965 object * 1731 object *tmp;
1966 tmp; 1732 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1733 int x = op->x, y = op->y;
1973 1734
1974 MoveType 1735 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1736
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1737 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1738 return 0;
1981
1982 tag = op->count;
1983 1739
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1740 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1741 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1742 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1743
2003 1759
2004 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
2006 */ 1762 */
2007 1763
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2009 { 1765 {
2010 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1767 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1768 * we don't need to check all of them.
2013 */ 1769 */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1806 {
2051 move_apply (tmp, op, originator); 1807 move_apply (tmp, op, originator);
2052 1808
2053 if (was_destroyed (op, tag)) 1809 if (op->destroyed ())
2054 return 1; 1810 return 1;
2055 1811
2056 /* what the person/creature stepped onto has moved the object 1812 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1813 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1814 * have a feeling strange problems would result.
2068/* 1824/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2072 */ 1828 */
2073
2074object * 1829object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1830present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1831{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1832 if (m == NULL || out_of_map (m, x, y))
2081 { 1833 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1835 return NULL;
2084 } 1836 }
1837
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2086 if (tmp->arch == at) 1839 if (tmp->arch == at)
2087 return tmp; 1840 return tmp;
1841
2088 return NULL; 1842 return NULL;
2089} 1843}
2090 1844
2091/* 1845/*
2092 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2095 */ 1849 */
2096
2097object * 1850object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1851present (unsigned char type, maptile *m, int x, int y)
2099{ 1852{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1853 if (out_of_map (m, x, y))
2104 { 1854 {
2105 LOG (llevError, "Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1856 return NULL;
2107 } 1857 }
1858
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2109 if (tmp->type == type) 1860 if (tmp->type == type)
2110 return tmp; 1861 return tmp;
1862
2111 return NULL; 1863 return NULL;
2112} 1864}
2113 1865
2114/* 1866/*
2115 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
2118 */ 1870 */
2119
2120object * 1871object *
2121present_in_ob (unsigned char type, const object *op) 1872present_in_ob (unsigned char type, const object *op)
2122{ 1873{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1875 if (tmp->type == type)
2128 return tmp; 1876 return tmp;
1877
2129 return NULL; 1878 return NULL;
2130} 1879}
2131 1880
2132/* 1881/*
2133 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1890 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1891 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1892 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1893 * to be unique.
2145 */ 1894 */
2146
2147object * 1895object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1896present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1897{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1900 return tmp;
2157 } 1901
2158 return NULL; 1902 return 0;
2159} 1903}
2160 1904
2161/* 1905/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
2165 */ 1909 */
2166
2167object * 1910object *
2168present_arch_in_ob (const archetype *at, const object *op) 1911present_arch_in_ob (const archetype *at, const object *op)
2169{ 1912{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1914 if (tmp->arch == at)
2175 return tmp; 1915 return tmp;
1916
2176 return NULL; 1917 return NULL;
2177} 1918}
2178 1919
2179/* 1920/*
2180 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
2181 */ 1922 */
2182void 1923void
2183flag_inv (object *op, int flag) 1924flag_inv (object *op, int flag)
2184{ 1925{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1926 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1928 {
2191 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
2193 } 1931 }
2194} /* 1932}
1933
1934/*
2195 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
2196 */ 1936 */
2197void 1937void
2198unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
2199{ 1939{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1940 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1942 {
2206 CLEAR_FLAG (tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1944 unflag_inv (tmp, flag);
2208 } 1945 }
2209} 1946}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1949 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1951 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function. 1952 * him/her-self and all object carried by a call to this function.
2216 */ 1953 */
2217
2218void 1954void
2219set_cheat (object *op) 1955set_cheat (object *op)
2220{ 1956{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1977 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1978 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1979 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1980 * customized, changed states, etc.
2245 */ 1981 */
2246
2247int 1982int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1983find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 1984{
2250 int
2251 i,
2252 index = 0, flag; 1985 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
2255 1987
2256 for (i = start; i < stop; i++) 1988 for (int i = start; i < stop; i++)
2257 { 1989 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1990 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 1991 if (!flag)
2260 altern[index++] = i; 1992 altern [index++] = i;
2261 1993
2262 /* Basically, if we find a wall on a space, we cut down the search size. 1994 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 1995 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 1996 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 1997 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 1998 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 1999 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2000 * won't look 2 spaces south of the target space.
2269 */ 2001 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2002 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 2003 stop = maxfree[i];
2272 } 2004 }
2005
2273 if (!index) 2006 if (!index)
2274 return -1; 2007 return -1;
2008
2275 return altern[RANDOM () % index]; 2009 return altern[RANDOM () % index];
2276} 2010}
2277 2011
2278/* 2012/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2015 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2016 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2017 */
2284
2285int 2018int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2019find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2020{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2021 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2022 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2023 return i;
2295 } 2024
2296 return -1; 2025 return -1;
2297} 2026}
2298 2027
2299/* 2028/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2032 */
2303static void 2033static void
2304permute (int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2305{ 2035{
2306 int 2036 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2037 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2038
2317 tmp = arr[i]; 2039 while (--end)
2318 arr[i] = arr[j]; 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2041}
2322 2042
2323/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2044 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2045 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2048 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2049 */
2330void 2050void
2331get_search_arr (int *search_arr) 2051get_search_arr (int *search_arr)
2332{ 2052{
2333 int 2053 int i;
2334 i;
2335 2054
2336 for (i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2056 search_arr[i] = i;
2339 }
2340 2057
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2061}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2071 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2072 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2073 * there is capable of.
2357 */ 2074 */
2358
2359int 2075int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2076find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2077{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2365 2079
2366 sint16 nx, ny; 2080 sint16 nx, ny;
2367 object * 2081 object *tmp;
2368 tmp; 2082 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2083
2372 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2373 2085
2374 if (exclude && exclude->head) 2086 if (exclude && exclude->head)
2375 { 2087 {
2387 mp = m; 2099 mp = m;
2388 nx = x + freearr_x[i]; 2100 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2101 ny = y + freearr_y[i];
2390 2102
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2103 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2104
2392 if (mflags & P_OUT_OF_MAP) 2105 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2106 max = maxfree[i];
2395 }
2396 else 2107 else
2397 { 2108 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2399 2112
2400 if ((move_type & blocked) == move_type) 2113 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2114 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2115 else if (mflags & P_IS_ALIVE)
2405 { 2116 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2119 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2120 break;
2411 } 2121
2412 }
2413 if (tmp) 2122 if (tmp)
2414 {
2415 return freedir[i]; 2123 return freedir[i];
2416 }
2417 } 2124 }
2418 } 2125 }
2419 } 2126 }
2127
2420 return 0; 2128 return 0;
2421} 2129}
2422 2130
2423/* 2131/*
2424 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2133 * distance between the two given objects.
2426 */ 2134 */
2427
2428int 2135int
2429distance (const object *ob1, const object *ob2) 2136distance (const object *ob1, const object *ob2)
2430{ 2137{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2138 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2139}
2437 2140
2438/* 2141/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2142 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2143 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2442 */ 2145 */
2443
2444int 2146int
2445find_dir_2 (int x, int y) 2147find_dir_2 (int x, int y)
2446{ 2148{
2447 int 2149 int q;
2448 q;
2449 2150
2450 if (y) 2151 if (y)
2451 q = x * 100 / y; 2152 q = x * 100 / y;
2452 else if (x) 2153 else if (x)
2453 q = -300 * x; 2154 q = -300 * x;
2488int 2189int
2489absdir (int d) 2190absdir (int d)
2490{ 2191{
2491 while (d < 1) 2192 while (d < 1)
2492 d += 8; 2193 d += 8;
2194
2493 while (d > 8) 2195 while (d > 8)
2494 d -= 8; 2196 d -= 8;
2197
2495 return d; 2198 return d;
2496} 2199}
2497 2200
2498/* 2201/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2501 */ 2204 */
2502 2205
2503int 2206int
2504dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2505{ 2208{
2506 int 2209 int d;
2507 d;
2508 2210
2509 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2510 if (d > 4) 2212 if (d > 4)
2511 d = 8 - d; 2213 d = 8 - d;
2214
2512 return d; 2215 return d;
2513} 2216}
2514 2217
2515/* peterm: 2218/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2225 * functions.
2523 */ 2226 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2282 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2583 */ 2284 */
2584
2585
2586int 2285int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2287{
2589 sint16 dx, dy; 2288 sint16 dx, dy;
2590 int
2591 mflags; 2289 int mflags;
2592 2290
2593 if (dir < 0) 2291 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2595 2293
2596 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2609 return 0; 2307 return 0;
2610 2308
2611 /* yes, can see. */ 2309 /* yes, can see. */
2612 if (dir < 9) 2310 if (dir < 9)
2613 return 1; 2311 return 1;
2312
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2316}
2617
2618
2619 2317
2620/* 2318/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2335}
2638 2336
2639
2640/* 2337/*
2641 * create clone from object to another 2338 * create clone from object to another
2642 */ 2339 */
2643object * 2340object *
2644object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2645{ 2342{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2344
2649 if (!asrc) 2345 if (!asrc)
2650 return NULL; 2346 return 0;
2347
2651 src = asrc; 2348 src = asrc;
2652 if (src->head) 2349 if (src->head)
2653 src = src->head; 2350 src = src->head;
2654 2351
2655 prev = NULL; 2352 prev = 0;
2656 for (part = src; part; part = part->more) 2353 for (part = src; part; part = part->more)
2657 { 2354 {
2658 tmp = get_object (); 2355 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2356 tmp->x -= src->x;
2661 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2662 if (!part->head) 2359 if (!part->head)
2663 { 2360 {
2664 dst = tmp; 2361 dst = tmp;
2665 tmp->head = NULL; 2362 tmp->head = 0;
2666 } 2363 }
2667 else 2364 else
2668 {
2669 tmp->head = dst; 2365 tmp->head = dst;
2670 } 2366
2671 tmp->more = NULL; 2367 tmp->more = 0;
2368
2672 if (prev) 2369 if (prev)
2673 prev->more = tmp; 2370 prev->more = tmp;
2371
2674 prev = tmp; 2372 prev = tmp;
2675 } 2373 }
2676 2374
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2375 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2377
2683 return dst; 2378 return dst;
2684} 2379}
2685 2380
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */ 2381/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */ 2382/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */ 2383/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */ 2384/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */ 2385/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2706
2707object * 2387object *
2708load_object_str (const char *obstr) 2388load_object_str (const char *obstr)
2709{ 2389{
2710 object * 2390 object *op;
2711 op;
2712 char
2713 filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2714 2392
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2393 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716 2394
2717 FILE *
2718 tempfile = fopen (filename, "w"); 2395 FILE *tempfile = fopen (filename, "w");
2719 2396
2720 if (tempfile == NULL) 2397 if (tempfile == NULL)
2721 { 2398 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n"); 2399 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL; 2400 return NULL;
2724 }; 2401 }
2402
2725 fprintf (tempfile, obstr); 2403 fprintf (tempfile, obstr);
2726 fclose (tempfile); 2404 fclose (tempfile);
2727 2405
2728 op = get_object (); 2406 op = object::create ();
2729 2407
2730 object_thawer thawer (filename); 2408 object_thawer thawer (filename);
2731 2409
2732 if (thawer) 2410 if (thawer)
2733 load_object (thawer, op, 0); 2411 load_object (thawer, op, 0);
2743 * returns NULL if no match. 2421 * returns NULL if no match.
2744 */ 2422 */
2745object * 2423object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2425{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2427 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2428 return tmp;
2754 2429
2755 return NULL; 2430 return 0;
2756} 2431}
2757 2432
2758/* If ob has a field named key, return the link from the list, 2433/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2434 * otherwise return NULL.
2760 * 2435 *
2762 * do the desired thing. 2437 * do the desired thing.
2763 */ 2438 */
2764key_value * 2439key_value *
2765get_ob_key_link (const object *ob, const char *key) 2440get_ob_key_link (const object *ob, const char *key)
2766{ 2441{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2442 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2443 if (link->key == key)
2773 {
2774 return link; 2444 return link;
2775 }
2776 }
2777 2445
2778 return NULL; 2446 return 0;
2779} 2447}
2780 2448
2781/* 2449/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2450 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2451 *
2786 * The returned string is shared. 2454 * The returned string is shared.
2787 */ 2455 */
2788const char * 2456const char *
2789get_ob_key_value (const object *op, const char *const key) 2457get_ob_key_value (const object *op, const char *const key)
2790{ 2458{
2791 key_value * 2459 key_value *link;
2792 link; 2460 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2461
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2462 if (!canonical_key)
2799 { 2463 {
2800 /* 1. There being a field named key on any object 2464 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2465 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2466 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2467 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2468 */
2805 return NULL; 2469 return 0;
2806 } 2470 }
2807 2471
2808 /* This is copied from get_ob_key_link() above - 2472 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2473 * only 4 lines, and saves the function call overhead.
2810 */ 2474 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2475 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2476 if (link->key == canonical_key)
2814 {
2815 return link->value; 2477 return link->value;
2816 } 2478
2817 }
2818 return NULL; 2479 return 0;
2819} 2480}
2820 2481
2821 2482
2822/* 2483/*
2823 * Updates the canonical_key in op to value. 2484 * Updates the canonical_key in op to value.
2830 * Returns TRUE on success. 2491 * Returns TRUE on success.
2831 */ 2492 */
2832int 2493int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2494set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2495{
2835 key_value *
2836 field = NULL, *last = NULL; 2496 key_value *field = NULL, *last = NULL;
2837 2497
2838 for (field = op->key_values; field != NULL; field = field->next) 2498 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2499 {
2840 if (field->key != canonical_key) 2500 if (field->key != canonical_key)
2841 { 2501 {
2869 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2870 2530
2871 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2872 2532
2873 if (!add_key) 2533 if (!add_key)
2874 {
2875 return FALSE; 2534 return FALSE;
2876 } 2535
2877 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2881 * should pass in "" 2540 * should pass in ""
2908{ 2567{
2909 shstr key_ (key); 2568 shstr key_ (key);
2910 2569
2911 return set_ob_key_value_s (op, key_, value, add_key); 2570 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2571}
2572
2573object::depth_iterator::depth_iterator (object *container)
2574: iterator_base (container)
2575{
2576 while (item->inv)
2577 item = item->inv;
2578}
2579
2580void
2581object::depth_iterator::next ()
2582{
2583 if (item->below)
2584 {
2585 item = item->below;
2586
2587 while (item->inv)
2588 item = item->inv;
2589 }
2590 else
2591 item = item->env;
2592}
2593
2594// return a suitable string describing an objetc in enough detail to find it
2595const char *
2596object::debug_desc (char *info) const
2597{
2598 char info2[256 * 3];
2599 char *p = info;
2600
2601 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2602 count,
2603 &name,
2604 title ? " " : "",
2605 title ? (const char *)title : "");
2606
2607 if (env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2612
2613 return info;
2614}
2615
2616const char *
2617object::debug_desc () const
2618{
2619 static char info[256 * 3];
2620 return debug_desc (info);
2621}
2622

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