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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
41 43
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, 44short 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 45 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}; 46};
51int freedir[SIZEOFFREE] = { 53int 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, 54 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 55 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}; 56};
55 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
134
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 136static int
58compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
59{ 138{
60 key_value *wants_field; 139 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
65 */ 144 */
66 145
67 /* For each field in wants, */ 146 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 148 {
70 key_value *has_field; 149 key_value *has_field;
71 150
72 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
107 * 186 *
108 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
111 * 190 *
112 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
113 * 192 *
114 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
115 * check weight 194 * check weight
116 */ 195 */
117
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 */
203 277
204 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 283 return 0;
210 284
211 switch (ob1->type) 285 switch (ob1->type)
212 { 286 {
213 case SCROLL: 287 case SCROLL:
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
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 430}
458 431
459/* 432/*
460 * 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
461 * skill and experience objects. 434 * skill and experience objects.
494 } 467 }
495 468
496 op->key_values = 0; 469 op->key_values = 0;
497} 470}
498 471
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 472/*
552 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
555 * 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,
556 * 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
557 * will point at garbage. 478 * will point at garbage.
558 */ 479 */
559void 480void
560copy_object (object *op2, object *op) 481object::copy_to (object *dst)
561{ 482{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 485
565 op2->clone (op); 486 *(object_copy *)dst = *this;
566 487
567 if (is_freed) 488 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
569 if (is_removed) 491 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
571 493
572 if (op2->speed < 0) 494 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 496
575 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
576 if (op2->key_values) 498 if (key_values)
577 { 499 {
578 key_value *tail = 0; 500 key_value *tail = 0;
579 key_value *i; 501 key_value *i;
580 502
581 op->key_values = 0; 503 dst->key_values = 0;
582 504
583 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
584 { 506 {
585 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
586 508
587 new_link->next = 0; 509 new_link->next = 0;
588 new_link->key = i->key; 510 new_link->key = i->key;
589 new_link->value = i->value; 511 new_link->value = i->value;
590 512
591 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
592 if (!op->key_values) 514 if (!dst->key_values)
593 { 515 {
594 op->key_values = new_link; 516 dst->key_values = new_link;
595 tail = new_link; 517 tail = new_link;
596 } 518 }
597 else 519 else
598 { 520 {
599 tail->next = new_link; 521 tail->next = new_link;
600 tail = new_link; 522 tail = new_link;
601 } 523 }
602 } 524 }
603 } 525 }
604 526
605 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;
606} 536}
607 537
608/* 538/*
609 * 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
610 * 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
611 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
612 */ 542 */
613
614void 543void
615update_turn_face (object *op) 544update_turn_face (object *op)
616{ 545{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 547 return;
548
619 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
621} 551}
622 552
623/* 553/*
624 * 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
625 * 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.
626 * 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.
627 */ 557 */
628void 558void
629update_ob_speed (object *op) 559object::set_speed (float speed)
630{ 560{
631 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 562 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 564 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 565 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 566
656 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 568
660 if (op->active_next != NULL) 569 if (has_active_speed ())
661 op->active_next->active_prev = op; 570 activate ();
662
663 active_objects = op;
664 }
665 else 571 else
666 { 572 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 573}
690 574
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 575/*
723 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 579 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
730 * 583 *
731 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 585 * current action are:
737 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
742 */ 591 */
743
744void 592void
745update_object (object *op, int action) 593update_object (object *op, int action)
746{ 594{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
749 596
750 if (op == NULL) 597 if (op == NULL)
751 { 598 {
752 /* this should never happen */ 599 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 601 return;
755 } 602 }
756 603
757 if (op->env != NULL) 604 if (op->env)
758 { 605 {
759 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
760 * to do in this case. 607 * to do in this case.
761 */ 608 */
762 return; 609 return;
767 */ 614 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 616 return;
770 617
771 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 620 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 622#ifdef MANY_CORES
776 abort (); 623 abort ();
777#endif 624#endif
778 return; 625 return;
779 } 626 }
780 627
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
788 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
789 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 645 * to have move_allow right now.
813 */ 646 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 649 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 650 }
820 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 653 * that is being removed.
823 */ 654 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 656 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
828 else 659 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 661
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 662 if (op->more)
838 update_object (op->more, action); 663 update_object (op->more, action);
839} 664}
840 665
841static unordered_vector<object *> mortals; 666object *object::first;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859 667
860object::object () 668object::object ()
861{ 669{
862 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
863 671
864 expmul = 1.0; 672 expmul = 1.0;
865 face = blank_face; 673 face = blank_face;
866 attacked_by_count = -1;
867} 674}
868 675
869object::~object () 676object::~object ()
870{ 677{
871 free_key_values (this); 678 free_key_values (this);
872} 679}
873 680
874void object::link () 681void object::link ()
875{ 682{
876 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
877 685
878 prev = 0; 686 prev = 0;
879 next = objects; 687 next = object::first;
880 688
881 if (objects) 689 if (object::first)
882 objects->prev = this; 690 object::first->prev = this;
883 691
884 objects = this; 692 object::first = this;
885} 693}
886 694
887void object::unlink () 695void object::unlink ()
888{ 696{
889 count = 0; 697 if (this == object::first)
698 object::first = next;
890 699
891 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
895 prev = 0; 704 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
902 } 722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
903 726
904 if (this == objects) 727 if (active_next)
905 objects = next; 728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
906} 840}
907 841
908object *object::create () 842object *object::create ()
909{ 843{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 844 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 845 op->link ();
925 return op; 846 return op;
926} 847}
927 848
928/* 849void
929 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 851{
940 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
941 return; 862 return;
942 863
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 864 set_speed (0);
944 remove_ob (this);
945 865
946 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 866 flag [FLAG_FREED] = 1;
947 remove_friendly_object (this);
948 867
949 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
950 895
951 if (more) 896 if (more)
952 { 897 {
953 more->free (free_inventory); 898 more->destroy ();
954 more = 0; 899 more = 0;
955 } 900 }
956 901
957 if (inv) 902 // clear those pointers that likely might have circular references to us
958 {
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977
978 while (op)
979 {
980 object *tmp = op->below;
981
982 remove_ob (op);
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0; 903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
1000 906
1001 /* Remove object from the active list */ 907 // only relevant for players(?), but make sure of it anyways
1002 speed = 0; 908 contr = 0;
1003 update_ob_speed (this); 909}
1004 910
1005 unlink (); 911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
915 return;
1006 916
1007 mortals.push_back (this); 917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1008} 921}
1009 922
1010/* 923/*
1011 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1013 */ 926 */
1014
1015void 927void
1016sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1017{ 929{
1018 while (op != NULL) 930 while (op != NULL)
1019 { 931 {
1020 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 } 934
1024 op->carrying -= weight; 935 op->carrying -= weight;
1025 op = op->env; 936 op = op->env;
1026 } 937 }
1027} 938}
1028 939
1029/* remove_ob(op): 940/* op->remove ():
1030 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 945 * the previous environment.
1035 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1036 */ 947 */
1037
1038void 948void
1039remove_ob (object *op) 949object::remove ()
1040{ 950{
951 object *tmp, *last = 0;
1041 object * 952 object *otmp;
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046 953
1047 tag_t
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1059 return; 955 return;
1060 956
1061 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1062 959
1063 if (op->more != NULL) 960 if (more)
1064 remove_ob (op->more); 961 more->remove ();
1065 962
1066 /* 963 /*
1067 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1068 * inventory. 965 * inventory.
1069 */ 966 */
1070 if (op->env != NULL) 967 if (env)
1071 { 968 {
1072 if (op->nrof) 969 if (nrof)
1073 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1074 else 971 else
1075 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1076 973
1077 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 976 * to save cpu time.
1080 */ 977 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp); 979 otmp->update_stats ();
1083 980
1084 if (op->above != NULL) 981 if (above)
1085 op->above->below = op->below; 982 above->below = below;
1086 else 983 else
1087 op->env->inv = op->below; 984 env->inv = below;
1088 985
1089 if (op->below != NULL) 986 if (below)
1090 op->below->above = op->above; 987 below->above = above;
1091 988
1092 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1093 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1094 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1095 */ 992 */
1096 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1097 op->map = op->env->map; 994 map = env->map;
1098 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1099 op->env = NULL; 996 env = 0;
1100 } 997 }
1101 else if (op->map) 998 else if (map)
1102 { 999 {
1103 x = op->x; 1000 if (type == PLAYER)
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106
1107 if (!m)
1108 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1110 op->map->path, op->x, op->y);
1111 /* in old days, we used to set x and y to 0 and continue.
1112 * it seems if we get into this case, something is probablye
1113 * screwed up and should be fixed.
1114 */
1115 abort ();
1116 } 1001 {
1117 1002 --map->players;
1118 if (op->map != m) 1003 map->touch ();
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */ 1004 }
1005
1006 map->dirty = true;
1125 1007
1126 /* link the object above us */ 1008 /* link the object above us */
1127 if (op->above) 1009 if (above)
1128 op->above->below = op->below; 1010 above->below = below;
1129 else 1011 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1131 1013
1132 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1133 if (op->below) 1015 if (below)
1134 op->below->above = op->above; 1016 below->above = above;
1135 else 1017 else
1136 { 1018 {
1137 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1139 * evident 1021 * evident
1140 */ 1022 */
1141 if (GET_MAP_OB (m, x, y) != op) 1023 if (GET_MAP_OB (map, x, y) != this)
1142 { 1024 {
1143 dump_object (op); 1025 char *dump = dump_object (this);
1144 LOG (llevError, 1026 LOG (llevError,
1145 "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); 1027 "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);
1028 free (dump);
1146 dump_object (GET_MAP_OB (m, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1147 LOG (llevError, "%s\n", errmsg); 1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1148 } 1032 }
1149 1033
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1151 } 1035 }
1152 1036
1153 op->above = 0; 1037 above = 0;
1154 op->below = 0; 1038 below = 0;
1155 1039
1156 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1157 return; 1041 return;
1158 1042
1159 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161 1044
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1163 { 1046 {
1164 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1165 * being removed. 1048 * being removed.
1166 */ 1049 */
1167 1050
1168 if (tmp->type == PLAYER && tmp != op) 1051 if (tmp->type == PLAYER && tmp != this)
1169 { 1052 {
1170 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1171 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1172 * appropriately. 1055 * appropriately.
1173 */ 1056 */
1174 if (tmp->container == op) 1057 if (tmp->container == this)
1175 { 1058 {
1176 CLEAR_FLAG (op, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1177 tmp->container = NULL; 1060 tmp->container = 0;
1178 } 1061 }
1179 1062
1180 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1181 } 1065 }
1182 1066
1183 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 { 1071 {
1186 move_apply (tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1187 1073
1188 if (was_destroyed (op, tag)) 1074 if (destroyed ())
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1191 }
1192 } 1076 }
1193 1077
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1196 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1197 tmp->above = NULL; 1081 tmp->above = 0;
1198 1082
1199 last = tmp; 1083 last = tmp;
1200 } 1084 }
1201 1085
1202 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1203 if (last == NULL) 1088 if (!last)
1204 { 1089 map->at (x, y).flags_ = 0;
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else 1090 else
1214 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1215 1092
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1217 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1218 } 1095 }
1219} 1096}
1220 1097
1221/* 1098/*
1222 * merge_ob(op,top): 1099 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1102 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1227 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1228 */ 1105 */
1229
1230object * 1106object *
1231merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1232{ 1108{
1233 if (!op->nrof) 1109 if (!op->nrof)
1234 return 0; 1110 return 0;
1235 1111
1236 if (top == NULL) 1112 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1238 1115
1239 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1240 { 1117 {
1241 if (top == op) 1118 if (top == op)
1242 continue; 1119 continue;
1243 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1244 { 1122 {
1245 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1246 1124
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1127 op->destroy ();
1250 free_object (op);
1251 return top; 1128 return top;
1252 } 1129 }
1253 } 1130 }
1254 1131
1255 return NULL; 1132 return 0;
1256} 1133}
1257 1134
1258/* 1135/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1261 */ 1138 */
1262object * 1139object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1141{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1143 {
1272 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1274 } 1146 }
1275 1147
1294 * Return value: 1166 * Return value:
1295 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1169 * just 'op' otherwise
1298 */ 1170 */
1299
1300object * 1171object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1173{
1303 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1304 sint16 x, y; 1175 sint16 x, y;
1305 1176
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1307 { 1178 {
1308 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL; 1180 return NULL;
1310 } 1181 }
1311 1182
1312 if (m == NULL) 1183 if (!m)
1313 { 1184 {
1314 dump_object (op); 1185 char *dump = dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1316 return op; 1188 return op;
1317 } 1189 }
1318 1190
1319 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1320 { 1192 {
1321 dump_object (op); 1193 char *dump = dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1323#ifdef MANY_CORES 1195#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1198 * improperly inserted.
1327 */ 1199 */
1328 abort (); 1200 abort ();
1329#endif 1201#endif
1202 free (dump);
1330 return op; 1203 return op;
1331 } 1204 }
1332 1205
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 { 1207 {
1335 dump_object (op); 1208 char *dump = dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1337 return op; 1211 return op;
1338 } 1212 }
1339 1213
1340 if (op->more != NULL) 1214 if (op->more)
1341 { 1215 {
1342 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1343 1217
1344 object *more = op->more; 1218 object *more = op->more;
1345 1219
1346 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1347 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1350 */ 1224 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map) 1227 else if (!more->map)
1354 { 1228 {
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 { 1236 {
1363 if (!op->head) 1237 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1239
1366 return NULL; 1240 return 0;
1367 } 1241 }
1368 } 1242 }
1369 1243
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1245
1378 y = op->y; 1252 y = op->y;
1379 1253
1380 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1381 */ 1255 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1385 { 1259 {
1386 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1261 tmp->destroy ();
1388 free_object (tmp);
1389 } 1262 }
1390 1263
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1266
1406 op->below = originator->below; 1279 op->below = originator->below;
1407 1280
1408 if (op->below) 1281 if (op->below)
1409 op->below->above = op; 1282 op->below->above = op;
1410 else 1283 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1412 1285
1413 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1414 originator->below = op; 1287 originator->below = op;
1415 } 1288 }
1416 else 1289 else
1417 { 1290 {
1418 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 { 1293 {
1421 object *last = NULL; 1294 object *last = 0;
1422 1295
1423 /* 1296 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1434 */ 1307 */
1435
1436 while (top != NULL) 1308 while (top)
1437 { 1309 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1311 floor = top;
1440 1312
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1462 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1336 * stacking is a bit odd.
1465 */ 1337 */
1466 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 { 1340 {
1469 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1343 break;
1472 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495 1367
1496 if (op->above) 1368 if (op->above)
1497 op->above->below = op; 1369 op->above->below = op;
1498 1370
1499 op->below = NULL; 1371 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1501 } 1373 }
1502 else 1374 else
1503 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1504 op->above = top->above; 1376 op->above = top->above;
1505 1377
1508 1380
1509 op->below = top; 1381 op->below = top;
1510 top->above = op; 1382 top->above = op;
1511 } 1383 }
1512 1384
1513 if (op->above == NULL) 1385 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1516 1388
1517 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1518 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1519 1397
1520 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1522 */ 1400 */
1523 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1525 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1527 1405
1528 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1413 * of effect may be sufficient.
1536 */ 1414 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1539 1417
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1542 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1543 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1545 * 1425 *
1546 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1429 * update_object().
1551 1431
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1434 {
1555 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1556 return NULL; 1436 return 0;
1557 1437
1558 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1439 * walk on's.
1560 */ 1440 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1563 return NULL; 1443 return 0;
1564 } 1444 }
1565 1445
1566 return op; 1446 return op;
1567} 1447}
1568 1448
1569/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1572 */ 1452 */
1573void 1453void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1455{
1576 object * 1456 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1457
1581 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1582 1459
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1462 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1463
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1465
1594 tmp1->x = op->x; 1466 tmp1->x = op->x;
1595 tmp1->y = op->y; 1467 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1597} 1475}
1598 1476
1599/* 1477/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1482 * global static errmsg array.
1605 */ 1483 */
1606
1607object * 1484object *
1608get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1609{ 1486{
1610 object * 1487 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1489
1615 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1616 { 1491 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1493 return NULL;
1619 } 1494 }
1620 1495
1621 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1622 1497
1623 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1624 { 1499 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1500 else if (!is_removed)
1630 { 1501 {
1631 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1653 1524
1654object * 1525object *
1655decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1656{ 1527{
1657 object *tmp; 1528 object *tmp;
1658 player *pl;
1659 1529
1660 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1531 return op;
1662 1532
1663 if (i > op->nrof) 1533 if (i > op->nrof)
1664 i = op->nrof; 1534 i = op->nrof;
1665 1535
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1537 op->nrof -= i;
1668 else if (op->env != NULL) 1538 else if (op->env)
1669 { 1539 {
1670 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1671 * therein? 1541 * therein?
1672 */ 1542 */
1673 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1548 * and then searching the map for a player.
1679 */ 1549 */
1680 if (!tmp) 1550 if (!tmp)
1681 { 1551 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1684 break; 1555 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1556 }
1690 1557
1691 if (i < op->nrof) 1558 if (i < op->nrof)
1692 { 1559 {
1693 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1561 op->nrof -= i;
1695 if (tmp) 1562 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1698 }
1699 } 1564 }
1700 else 1565 else
1701 { 1566 {
1702 remove_ob (op); 1567 op->remove ();
1703 op->nrof = 0; 1568 op->nrof = 0;
1704 if (tmp) 1569 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1571 }
1709 } 1572 }
1710 else 1573 else
1711 { 1574 {
1712 object *above = op->above; 1575 object *above = op->above;
1713 1576
1714 if (i < op->nrof) 1577 if (i < op->nrof)
1715 op->nrof -= i; 1578 op->nrof -= i;
1716 else 1579 else
1717 { 1580 {
1718 remove_ob (op); 1581 op->remove ();
1719 op->nrof = 0; 1582 op->nrof = 0;
1720 } 1583 }
1721 1584
1722 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1725 { 1588 {
1726 if (op->nrof) 1589 if (op->nrof)
1727 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1728 else 1591 else
1732 1595
1733 if (op->nrof) 1596 if (op->nrof)
1734 return op; 1597 return op;
1735 else 1598 else
1736 { 1599 {
1737 free_object (op); 1600 op->destroy ();
1738 return NULL; 1601 return 0;
1739 } 1602 }
1740} 1603}
1741 1604
1742/* 1605/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1755 op->carrying += weight; 1618 op->carrying += weight;
1756 op = op->env; 1619 op = op->env;
1757 } 1620 }
1758} 1621}
1759 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1760/* 1643/*
1761 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1762 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1763 * inside the object environment. 1646 * inside the object environment.
1764 * 1647 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1772 */ 1650 */
1773 1651
1774object * 1652object *
1775insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1776{ 1654{
1777 object * 1655 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1656
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1658 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1659
1801 if (op->more) 1660 if (op->more)
1802 { 1661 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1663 return op;
1806 1665
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1668 if (op->nrof)
1810 { 1669 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1813 { 1672 {
1814 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1674 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1819 */ 1678 */
1820 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1823 op = tmp; 1682 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1685 break;
1827 } 1686 }
1828 1687
1829 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1692 * the linking below
1834 */ 1693 */
1835 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1836 } 1695 }
1837 else 1696 else
1838 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1839 1698
1840 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1702 otmp->update_stats ();
1845 }
1846 1703
1847 op->map = NULL; 1704 op->map = 0;
1848 op->env = where; 1705 op->env = this;
1849 op->above = NULL; 1706 op->above = 0;
1850 op->below = NULL; 1707 op->below = 0;
1851 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1852 1709
1853 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1855 { 1712 {
1856#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1861 } 1718 }
1862 1719
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1721 * It sure simplifies this function...
1865 */ 1722 */
1866 if (where->inv == NULL) 1723 if (!inv)
1867 where->inv = op; 1724 inv = op;
1868 else 1725 else
1869 { 1726 {
1870 op->below = where->inv; 1727 op->below = inv;
1871 op->below->above = op; 1728 op->below->above = op;
1872 where->inv = op; 1729 inv = op;
1873 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1874 return op; 1734 return op;
1875} 1735}
1876 1736
1877/* 1737/*
1878 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1892 * 1752 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1755 * on top.
1896 */ 1756 */
1897
1898int 1757int
1899check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1900{ 1759{
1901 object * 1760 object *tmp;
1902 tmp; 1761 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1909 1763
1910 MoveType 1764 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1765
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1767 return 0;
1917
1918 tag = op->count;
1919 1768
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1772
1939 1788
1940 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1942 */ 1791 */
1943 1792
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1794 {
1946 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1797 * we don't need to check all of them.
1949 */ 1798 */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1835 {
1987 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
1988 1837
1989 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1990 return 1; 1839 return 1;
1991 1840
1992 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2004/* 1853/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2008 */ 1857 */
2009
2010object * 1858object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1860{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2017 { 1862 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1864 return NULL;
2020 } 1865 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1868 if (tmp->arch == at)
2023 return tmp; 1869 return tmp;
1870
2024 return NULL; 1871 return NULL;
2025} 1872}
2026 1873
2027/* 1874/*
2028 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2031 */ 1878 */
2032
2033object * 1879object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2035{ 1881{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2040 { 1883 {
2041 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1885 return NULL;
2043 } 1886 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1889 if (tmp->type == type)
2046 return tmp; 1890 return tmp;
1891
2047 return NULL; 1892 return NULL;
2048} 1893}
2049 1894
2050/* 1895/*
2051 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2054 */ 1899 */
2055
2056object * 1900object *
2057present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2058{ 1902{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1904 if (tmp->type == type)
2064 return tmp; 1905 return tmp;
1906
2065 return NULL; 1907 return NULL;
2066} 1908}
2067 1909
2068/* 1910/*
2069 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1922 * to be unique.
2081 */ 1923 */
2082
2083object * 1924object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1926{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1929 return tmp;
2093 } 1930
2094 return NULL; 1931 return 0;
2095} 1932}
2096 1933
2097/* 1934/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2101 */ 1938 */
2102
2103object * 1939object *
2104present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2105{ 1941{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1943 if (tmp->arch == at)
2111 return tmp; 1944 return tmp;
1945
2112 return NULL; 1946 return NULL;
2113} 1947}
2114 1948
2115/* 1949/*
2116 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2117 */ 1951 */
2118void 1952void
2119flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2120{ 1954{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1955 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1957 {
2127 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2129 } 1960 }
2130} /* 1961}
1962
1963/*
2131 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2132 */ 1965 */
2133void 1966void
2134unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2135{ 1968{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1969 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1971 {
2142 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2144 } 1974 }
2145} 1975}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2152 */ 1982 */
2153
2154void 1983void
2155set_cheat (object *op) 1984set_cheat (object *op)
2156{ 1985{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 2009 * customized, changed states, etc.
2181 */ 2010 */
2182
2183int 2011int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 2013{
2186 int
2187 i,
2188 index = 0, flag; 2014 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2191 2016
2192 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2193 { 2018 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 2020 if (!flag)
2196 altern[index++] = i; 2021 altern [index++] = i;
2197 2022
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2205 */ 2030 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 2032 stop = maxfree[i];
2208 } 2033 }
2034
2209 if (!index) 2035 if (!index)
2210 return -1; 2036 return -1;
2037
2211 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2212} 2039}
2213 2040
2214/* 2041/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2046 */
2220
2221int 2047int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2049{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2052 return i;
2231 } 2053
2232 return -1; 2054 return -1;
2233} 2055}
2234 2056
2235/* 2057/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2061 */
2239static void 2062static void
2240permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2241{ 2064{
2242 int 2065 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2066 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2067
2253 tmp = arr[i]; 2068 while (--end)
2254 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2070}
2258 2071
2259/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2078 */
2266void 2079void
2267get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2268{ 2081{
2269 int 2082 int i;
2270 i;
2271 2083
2272 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2085 search_arr[i] = i;
2275 }
2276 2086
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2090}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2102 * there is capable of.
2293 */ 2103 */
2294
2295int 2104int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2106{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2301 2108
2302 sint16 nx, ny; 2109 sint16 nx, ny;
2303 object * 2110 object *tmp;
2304 tmp; 2111 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2112
2308 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2309 2114
2310 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2311 { 2116 {
2323 mp = m; 2128 mp = m;
2324 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2326 2131
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2328 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2135 max = maxfree[i];
2331 }
2332 else 2136 else
2333 { 2137 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2335 2141
2336 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2143 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2341 { 2145 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2149 break;
2347 } 2150
2348 }
2349 if (tmp) 2151 if (tmp)
2350 {
2351 return freedir[i]; 2152 return freedir[i];
2352 }
2353 } 2153 }
2354 } 2154 }
2355 } 2155 }
2156
2356 return 0; 2157 return 0;
2357} 2158}
2358 2159
2359/* 2160/*
2360 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2162 * distance between the two given objects.
2362 */ 2163 */
2363
2364int 2164int
2365distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2366{ 2166{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2168}
2373 2169
2374/* 2170/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2378 */ 2174 */
2379
2380int 2175int
2381find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2382{ 2177{
2383 int 2178 int q;
2384 q;
2385 2179
2386 if (y) 2180 if (y)
2387 q = x * 100 / y; 2181 q = x * 100 / y;
2388 else if (x) 2182 else if (x)
2389 q = -300 * x; 2183 q = -300 * x;
2424int 2218int
2425absdir (int d) 2219absdir (int d)
2426{ 2220{
2427 while (d < 1) 2221 while (d < 1)
2428 d += 8; 2222 d += 8;
2223
2429 while (d > 8) 2224 while (d > 8)
2430 d -= 8; 2225 d -= 8;
2226
2431 return d; 2227 return d;
2432} 2228}
2433 2229
2434/* 2230/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2437 */ 2233 */
2438 2234
2439int 2235int
2440dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2441{ 2237{
2442 int 2238 int d;
2443 d;
2444 2239
2445 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2446 if (d > 4) 2241 if (d > 4)
2447 d = 8 - d; 2242 d = 8 - d;
2243
2448 return d; 2244 return d;
2449} 2245}
2450 2246
2451/* peterm: 2247/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2254 * functions.
2459 */ 2255 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2311 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2519 */ 2313 */
2520
2521
2522int 2314int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2316{
2525 sint16 dx, dy; 2317 sint16 dx, dy;
2526 int
2527 mflags; 2318 int mflags;
2528 2319
2529 if (dir < 0) 2320 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2531 2322
2532 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2545 return 0; 2336 return 0;
2546 2337
2547 /* yes, can see. */ 2338 /* yes, can see. */
2548 if (dir < 9) 2339 if (dir < 9)
2549 return 1; 2340 return 1;
2341
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2345}
2553
2554
2555 2346
2556/* 2347/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2364}
2574 2365
2575
2576/* 2366/*
2577 * create clone from object to another 2367 * create clone from object to another
2578 */ 2368 */
2579object * 2369object *
2580object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2581{ 2371{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2373
2585 if (!asrc) 2374 if (!asrc)
2586 return NULL; 2375 return 0;
2376
2587 src = asrc; 2377 src = asrc;
2588 if (src->head) 2378 if (src->head)
2589 src = src->head; 2379 src = src->head;
2590 2380
2591 prev = NULL; 2381 prev = 0;
2592 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2593 { 2383 {
2594 tmp = get_object (); 2384 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2385 tmp->x -= src->x;
2597 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2598 if (!part->head) 2388 if (!part->head)
2599 { 2389 {
2600 dst = tmp; 2390 dst = tmp;
2601 tmp->head = NULL; 2391 tmp->head = 0;
2602 } 2392 }
2603 else 2393 else
2604 {
2605 tmp->head = dst; 2394 tmp->head = dst;
2606 } 2395
2607 tmp->more = NULL; 2396 tmp->more = 0;
2397
2608 if (prev) 2398 if (prev)
2609 prev->more = tmp; 2399 prev->more = tmp;
2400
2610 prev = tmp; 2401 prev = tmp;
2611 } 2402 }
2612 2403
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2406
2619 return dst; 2407 return dst;
2620} 2408}
2621 2409
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2642
2643object * 2416object *
2644load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2645{ 2418{
2646 object * 2419 object *op;
2647 op;
2648 char
2649 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2650 2421
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652 2423
2653 FILE *
2654 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2655 2425
2656 if (tempfile == NULL) 2426 if (tempfile == NULL)
2657 { 2427 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL; 2429 return NULL;
2660 }; 2430 }
2431
2661 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2662 fclose (tempfile); 2433 fclose (tempfile);
2663 2434
2664 op = get_object (); 2435 op = object::create ();
2665 2436
2666 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2667 2438
2668 if (thawer) 2439 if (thawer)
2669 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2679 * returns NULL if no match. 2450 * returns NULL if no match.
2680 */ 2451 */
2681object * 2452object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2454{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2457 return tmp;
2690 2458
2691 return NULL; 2459 return 0;
2692} 2460}
2693 2461
2694/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2463 * otherwise return NULL.
2696 * 2464 *
2698 * do the desired thing. 2466 * do the desired thing.
2699 */ 2467 */
2700key_value * 2468key_value *
2701get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2702{ 2470{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2472 if (link->key == key)
2709 {
2710 return link; 2473 return link;
2711 }
2712 }
2713 2474
2714 return NULL; 2475 return 0;
2715} 2476}
2716 2477
2717/* 2478/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2480 *
2722 * The returned string is shared. 2483 * The returned string is shared.
2723 */ 2484 */
2724const char * 2485const char *
2725get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2726{ 2487{
2727 key_value * 2488 key_value *link;
2728 link; 2489 shstr_cmp canonical_key (key);
2729 const char *
2730 canonical_key;
2731 2490
2732 canonical_key = shstr::find (key);
2733
2734 if (canonical_key == NULL) 2491 if (!canonical_key)
2735 { 2492 {
2736 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2737 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2738 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2739 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2740 */ 2497 */
2741 return NULL; 2498 return 0;
2742 } 2499 }
2743 2500
2744 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2745 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2746 */ 2503 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2748 {
2749 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2750 {
2751 return link->value; 2506 return link->value;
2752 } 2507
2753 }
2754 return NULL; 2508 return 0;
2755} 2509}
2756 2510
2757 2511
2758/* 2512/*
2759 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2766 * Returns TRUE on success. 2520 * Returns TRUE on success.
2767 */ 2521 */
2768int 2522int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2524{
2771 key_value *
2772 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2773 2526
2774 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2775 { 2528 {
2776 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2777 { 2530 {
2805 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2806 2559
2807 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2808 2561
2809 if (!add_key) 2562 if (!add_key)
2810 {
2811 return FALSE; 2563 return FALSE;
2812 } 2564
2813 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2814 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2815 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2816 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2817 * should pass in "" 2569 * should pass in ""
2845 shstr key_ (key); 2597 shstr key_ (key);
2846 2598
2847 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2848} 2600}
2849 2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2850void 2609void
2851object::deep_iterator::next () 2610object::depth_iterator::next ()
2852{ 2611{
2853 if (item->inv)
2854 item = item->inv;
2855 else if (item->below) 2612 if (item->below)
2613 {
2856 item = item->below; 2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2857 else 2619 else
2858 item = item->env->below; 2620 item = item->env;
2859} 2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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