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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
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 */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
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, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 47};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51int freedir[SIZEOFFREE] = { 54int 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, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 57};
55 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 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 228 || 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) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 334 }
335
260 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
262 if (op->carrying != sum) 339 if (op->carrying != sum)
263 op->carrying = sum; 340 op->carrying = sum;
341
264 return sum; 342 return sum;
265} 343}
266 344
267/** 345/**
268 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
275 op = op->env; 353 op = op->env;
276 return op; 354 return op;
277} 355}
278 356
279/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 359 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
298 */ 361 */
299 362
300void 363char *
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) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 save_object (freezer, op, 1);
368{ 371 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} 372}
377 373
378/* 374/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break;
410 return op; 402 return op;
403
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.
416 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
417 */ 411 */
418
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 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} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
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/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628void 557void
629update_ob_speed (object *op) 558object::set_speed (float speed)
630{ 559{
631 extern int arch_init; 560 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 { 561 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 563 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 564 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 565
656 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 567
660 if (op->active_next != NULL) 568 if (has_active_speed ())
661 op->active_next->active_prev = op; 569 activate ();
662
663 active_objects = op;
664 }
665 else 570 else
666 { 571 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} 572}
690 573
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/* 574/*
723 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 578 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
730 * 582 *
731 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
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: 584 * current action are:
737 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
742 */ 590 */
743
744void 591void
745update_object (object *op, int action) 592update_object (object *op, int action)
746{ 593{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
749 595
750 if (op == NULL) 596 if (op == NULL)
751 { 597 {
752 /* this should never happen */ 598 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 600 return;
755 } 601 }
756 602
757 if (op->env != NULL) 603 if (op->env)
758 { 604 {
759 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
760 * to do in this case. 606 * to do in this case.
761 */ 607 */
762 return; 608 return;
767 */ 613 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 615 return;
770 616
771 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 619 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 621#ifdef MANY_CORES
776 abort (); 622 abort ();
777#endif 623#endif
778 return; 624 return;
779 } 625 }
780 626
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
787 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
788 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
789 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 648 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 649 }
820 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 652 * that is being removed.
823 */ 653 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 655 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
828 else 658 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 660
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) 661 if (op->more)
838 update_object (op->more, action); 662 update_object (op->more, action);
839} 663}
840 664
841static unordered_vector<object *> mortals; 665object *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}
859 666
860object::object () 667object::object ()
861{ 668{
862 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
863 670
864 expmul = 1.0; 671 expmul = 1.0;
865 face = blank_face; 672 face = blank_face;
866 attacked_by_count = -1;
867} 673}
868 674
869object::~object () 675object::~object ()
870{ 676{
871 free_key_values (this); 677 free_key_values (this);
872} 678}
873 679
680static int object_count;
681
874void object::link () 682void object::link ()
875{ 683{
684 assert (!index);//D
685 uuid = gen_uuid ();
876 count = ++ob_count; 686 count = ++object_count;
877 687
878 prev = 0; 688 refcnt_inc ();
879 next = objects; 689 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 690}
886 691
887void object::unlink () 692void object::unlink ()
888{ 693{
889 count = 0; 694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
890 698
891 /* Remove this object from the list of used objects */ 699void
892 if (prev) 700object::activate ()
893 { 701{
894 prev->next = next; 702 /* If already on active list, don't do anything */
895 prev = 0; 703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
896 } 750 {
897 751 op->flag [flag] = value;
898 if (next) 752 op->set_flag_inv (flag, value);
899 { 753 }
900 next->prev = prev; 754}
901 next = 0; 755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
902 } 779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
903 791
904 if (this == objects) 792 if (op->flag [FLAG_STARTEQUIP]
905 objects = next; 793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
906} 803}
907 804
908object *object::create () 805object *object::create ()
909{ 806{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 807 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 808 op->link ();
924 return op; 809 return op;
925} 810}
926 811
927/* 812void
928 * free_object() frees everything allocated by an object, removes 813object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 814{
939 if (QUERY_FLAG (this, FLAG_FREED)) 815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
940 return; 872 return;
941 873
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 874 if (destroy_inventory)
943 remove_friendly_object (this); 875 destroy_inv (false);
944 876
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 877 attachable::destroy ();
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 878}
1008 879
1009/* 880/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1012 */ 883 */
1013
1014void 884void
1015sub_weight (object *op, signed long weight) 885sub_weight (object *op, signed long weight)
1016{ 886{
1017 while (op != NULL) 887 while (op != NULL)
1018 { 888 {
1019 if (op->type == CONTAINER) 889 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 891
1023 op->carrying -= weight; 892 op->carrying -= weight;
1024 op = op->env; 893 op = op->env;
1025 } 894 }
1026} 895}
1027 896
1028/* remove_ob(op): 897/* op->remove ():
1029 * This function removes the object op from the linked list of objects 898 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 899 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 902 * the previous environment.
1034 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1035 */ 904 */
1036
1037void 905void
1038remove_ob (object *op) 906object::remove ()
1039{ 907{
908 object *tmp, *last = 0;
1040 object * 909 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 910
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 912 return;
1059 913
1060 SET_FLAG (op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1061 916
1062 if (op->more != NULL) 917 if (more)
1063 remove_ob (op->more); 918 more->remove ();
1064 919
1065 /* 920 /*
1066 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1067 * inventory. 922 * inventory.
1068 */ 923 */
1069 if (op->env != NULL) 924 if (env)
1070 { 925 {
1071 if (op->nrof) 926 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 927 sub_weight (env, weight * nrof);
1073 else 928 else
1074 sub_weight (op->env, op->weight + op->carrying); 929 sub_weight (env, weight + carrying);
1075 930
1076 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 933 * to save cpu time.
1079 */ 934 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 936 otmp->update_stats ();
1082 937
1083 if (op->above != NULL) 938 if (above)
1084 op->above->below = op->below; 939 above->below = below;
1085 else 940 else
1086 op->env->inv = op->below; 941 env->inv = below;
1087 942
1088 if (op->below != NULL) 943 if (below)
1089 op->below->above = op->above; 944 below->above = above;
1090 945
1091 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
1094 */ 949 */
1095 op->x = op->env->x, op->y = op->env->y; 950 x = env->x, y = env->y;
1096 op->map = op->env->map; 951 map = env->map;
1097 op->above = NULL, op->below = NULL; 952 above = 0, below = 0;
1098 op->env = NULL; 953 env = 0;
1099 } 954 }
1100 else if (op->map) 955 else if (map)
1101 { 956 {
1102 x = op->x; 957 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 } 958 {
1116 959 --map->players;
1117 if (op->map != m) 960 map->touch ();
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */ 961 }
962
963 map->dirty = true;
1124 964
1125 /* link the object above us */ 965 /* link the object above us */
1126 if (op->above) 966 if (above)
1127 op->above->below = op->below; 967 above->below = below;
1128 else 968 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 969 map->at (x, y).top = below; /* we were top, set new top */
1130 970
1131 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1132 if (op->below) 972 if (below)
1133 op->below->above = op->above; 973 below->above = above;
1134 else 974 else
1135 { 975 {
1136 /* Nothing below, which means we need to relink map object for this space 976 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 977 * use translated coordinates in case some oddness with map tiling is
1138 * evident 978 * evident
1139 */ 979 */
1140 if (GET_MAP_OB (m, x, y) != op) 980 if (GET_MAP_OB (map, x, y) != this)
1141 { 981 {
1142 dump_object (op); 982 char *dump = dump_object (this);
1143 LOG (llevError, 983 LOG (llevError,
1144 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 984 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
985 free (dump);
1145 dump_object (GET_MAP_OB (m, x, y)); 986 dump = dump_object (GET_MAP_OB (map, x, y));
1146 LOG (llevError, "%s\n", errmsg); 987 LOG (llevError, "%s\n", dump);
988 free (dump);
1147 } 989 }
1148 990
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 991 map->at (x, y).bot = above; /* goes on above it. */
1150 } 992 }
1151 993
1152 op->above = 0; 994 above = 0;
1153 op->below = 0; 995 below = 0;
1154 996
1155 if (op->map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1156 return; 998 return;
1157 999
1158 tag = op->count; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 1001
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1162 { 1003 {
1163 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1164 * being removed. 1005 * being removed.
1165 */ 1006 */
1166 1007
1167 if (tmp->type == PLAYER && tmp != op) 1008 if (tmp->type == PLAYER && tmp != this)
1168 { 1009 {
1169 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1171 * appropriately. 1012 * appropriately.
1172 */ 1013 */
1173 if (tmp->container == op) 1014 if (tmp->container == this)
1174 { 1015 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1016 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1017 tmp->container = 0;
1177 } 1018 }
1178 1019
1179 tmp->contr->socket.update_look = 1; 1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1180 } 1022 }
1181 1023
1182 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1028 {
1185 move_apply (tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1186 1030
1187 if (was_destroyed (op, tag)) 1031 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1033 }
1192 1034
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1195 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1196 tmp->above = NULL; 1038 tmp->above = 0;
1197 1039
1198 last = tmp; 1040 last = tmp;
1199 } 1041 }
1200 1042
1201 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1045 if (!last)
1203 { 1046 map->at (x, y).flags_ = 0;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1047 else
1213 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1214 1049
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1217 } 1052 }
1218} 1053}
1219 1054
1220/* 1055/*
1221 * merge_ob(op,top): 1056 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1059 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1062 */
1228
1229object * 1063object *
1230merge_ob (object *op, object *top) 1064merge_ob (object *op, object *top)
1231{ 1065{
1232 if (!op->nrof) 1066 if (!op->nrof)
1233 return 0; 1067 return 0;
1234 1068
1235 if (top == NULL) 1069 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1237 1072
1238 for (; top != NULL; top = top->below) 1073 for (; top; top = top->below)
1239 { 1074 {
1240 if (top == op) 1075 if (top == op)
1241 continue; 1076 continue;
1242 if (CAN_MERGE (op, top)) 1077
1078 if (object::can_merge (op, top))
1243 { 1079 {
1244 top->nrof += op->nrof; 1080 top->nrof += op->nrof;
1245 1081
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1084 op->destroy ();
1249 free_object (op);
1250 return top; 1085 return top;
1251 } 1086 }
1252 } 1087 }
1253 1088
1254 return NULL; 1089 return 0;
1255} 1090}
1256 1091
1257/* 1092/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1259 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1260 */ 1095 */
1261object * 1096object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1098{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1100 {
1271 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1272 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1273 } 1103 }
1274 1104
1293 * Return value: 1123 * Return value:
1294 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1126 * just 'op' otherwise
1297 */ 1127 */
1298
1299object * 1128object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1130{
1302 object *tmp, *top, *floor = NULL; 1131 object *tmp, *top, *floor = NULL;
1303 sint16 x, y; 1132 sint16 x, y;
1304 1133
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1134 if (QUERY_FLAG (op, FLAG_FREED))
1306 { 1135 {
1307 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL; 1137 return NULL;
1309 } 1138 }
1310 1139
1311 if (m == NULL) 1140 if (!m)
1312 { 1141 {
1313 dump_object (op); 1142 char *dump = dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1315 return op; 1145 return op;
1316 } 1146 }
1317 1147
1318 if (out_of_map (m, op->x, op->y)) 1148 if (out_of_map (m, op->x, op->y))
1319 { 1149 {
1320 dump_object (op); 1150 char *dump = dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1322#ifdef MANY_CORES 1152#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1153 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1154 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1155 * improperly inserted.
1326 */ 1156 */
1327 abort (); 1157 abort ();
1328#endif 1158#endif
1159 free (dump);
1329 return op; 1160 return op;
1330 } 1161 }
1331 1162
1332 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 { 1164 {
1334 dump_object (op); 1165 char *dump = dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1336 return op; 1168 return op;
1337 } 1169 }
1338 1170
1339 if (op->more != NULL) 1171 if (op->more)
1340 { 1172 {
1341 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1342 1174
1343 object *more = op->more; 1175 object *more = op->more;
1344 1176
1345 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1346 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1349 */ 1181 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map) 1184 else if (!more->map)
1353 { 1185 {
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 { 1193 {
1362 if (!op->head) 1194 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364 1196
1365 return NULL; 1197 return 0;
1366 } 1198 }
1367 } 1199 }
1368 1200
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1202
1377 y = op->y; 1209 y = op->y;
1378 1210
1379 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1380 */ 1212 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1215 if (object::can_merge (op, tmp))
1384 { 1216 {
1385 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1218 tmp->destroy ();
1387 free_object (tmp);
1388 } 1219 }
1389 1220
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1223
1405 op->below = originator->below; 1236 op->below = originator->below;
1406 1237
1407 if (op->below) 1238 if (op->below)
1408 op->below->above = op; 1239 op->below->above = op;
1409 else 1240 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1241 op->ms ().bot = op;
1411 1242
1412 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1413 originator->below = op; 1244 originator->below = op;
1414 } 1245 }
1415 else 1246 else
1416 { 1247 {
1417 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1419 { 1250 {
1420 object *last = NULL; 1251 object *last = 0;
1421 1252
1422 /* 1253 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1256 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1260 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1261 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1262 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1433 */ 1264 */
1434
1435 while (top != NULL) 1265 while (top)
1436 { 1266 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1268 floor = top;
1439 1269
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1461 * If INS_ON_TOP is used, don't do this processing 1291 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1293 * stacking is a bit odd.
1464 */ 1294 */
1465 if (!(flag & INS_ON_TOP) && 1295 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 { 1297 {
1468 for (last = top; last != floor; last = last->below) 1298 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1300 break;
1471 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494 1324
1495 if (op->above) 1325 if (op->above)
1496 op->above->below = op; 1326 op->above->below = op;
1497 1327
1498 op->below = NULL; 1328 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1500 } 1330 }
1501 else 1331 else
1502 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1503 op->above = top->above; 1333 op->above = top->above;
1504 1334
1507 1337
1508 op->below = top; 1338 op->below = top;
1509 top->above = op; 1339 top->above = op;
1510 } 1340 }
1511 1341
1512 if (op->above == NULL) 1342 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1343 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1515 1345
1516 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1517 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1518 1354
1519 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1521 */ 1357 */
1522 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1359 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1361 pl->contr->ns->floorbox_update ();
1526 1362
1527 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1370 * of effect may be sufficient.
1535 */ 1371 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1538 1374
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1541 1377
1378 INVOKE_OBJECT (INSERT, op);
1379
1542 /* Don't know if moving this to the end will break anything. However, 1380 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1381 * we want to have floorbox_update called before calling this.
1544 * 1382 *
1545 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1386 * update_object().
1550 1388
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 { 1391 {
1554 if (check_move_on (op, originator)) 1392 if (check_move_on (op, originator))
1555 return NULL; 1393 return 0;
1556 1394
1557 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1396 * walk on's.
1559 */ 1397 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1562 return NULL; 1400 return 0;
1563 } 1401 }
1564 1402
1565 return op; 1403 return op;
1566} 1404}
1567 1405
1568/* this function inserts an object in the map, but if it 1406/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1407 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1408 * op is the object to insert it under: supplies x and the map.
1571 */ 1409 */
1572void 1410void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1412{
1575 object * 1413 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1414
1580 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1581 1416
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 { 1419 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1420
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1422
1593 tmp1->x = op->x; 1423 tmp1->x = op->x;
1594 tmp1->y = op->y; 1424 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1596} 1432}
1597 1433
1598/* 1434/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1436 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1439 * global static errmsg array.
1604 */ 1440 */
1605
1606object * 1441object *
1607get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1608{ 1443{
1609 object * 1444 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1446
1614 if (orig_ob->nrof < nr) 1447 if (orig_ob->nrof < nr)
1615 { 1448 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1450 return NULL;
1618 } 1451 }
1619 1452
1620 newob = object_create_clone (orig_ob); 1453 newob = object_create_clone (orig_ob);
1621 1454
1622 if ((orig_ob->nrof -= nr) < 1) 1455 if ((orig_ob->nrof -= nr) < 1)
1623 { 1456 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1457 else if (!is_removed)
1629 { 1458 {
1630 if (orig_ob->env != NULL) 1459 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1652 1481
1653object * 1482object *
1654decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1655{ 1484{
1656 object *tmp; 1485 object *tmp;
1657 player *pl;
1658 1486
1659 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1488 return op;
1661 1489
1662 if (i > op->nrof) 1490 if (i > op->nrof)
1663 i = op->nrof; 1491 i = op->nrof;
1664 1492
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1494 op->nrof -= i;
1667 else if (op->env != NULL) 1495 else if (op->env)
1668 { 1496 {
1669 /* is this object in the players inventory, or sub container 1497 /* is this object in the players inventory, or sub container
1670 * therein? 1498 * therein?
1671 */ 1499 */
1672 tmp = is_player_inv (op->env); 1500 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1501 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1502 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1503 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1504 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1505 * and then searching the map for a player.
1678 */ 1506 */
1679 if (!tmp) 1507 if (!tmp)
1680 { 1508 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1683 break; 1512 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1513 }
1689 1514
1690 if (i < op->nrof) 1515 if (i < op->nrof)
1691 { 1516 {
1692 sub_weight (op->env, op->weight * i); 1517 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1518 op->nrof -= i;
1694 if (tmp) 1519 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1697 }
1698 } 1521 }
1699 else 1522 else
1700 { 1523 {
1701 remove_ob (op); 1524 op->remove ();
1702 op->nrof = 0; 1525 op->nrof = 0;
1703 if (tmp) 1526 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1527 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1528 }
1708 } 1529 }
1709 else 1530 else
1710 { 1531 {
1711 object *above = op->above; 1532 object *above = op->above;
1712 1533
1713 if (i < op->nrof) 1534 if (i < op->nrof)
1714 op->nrof -= i; 1535 op->nrof -= i;
1715 else 1536 else
1716 { 1537 {
1717 remove_ob (op); 1538 op->remove ();
1718 op->nrof = 0; 1539 op->nrof = 0;
1719 } 1540 }
1720 1541
1721 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1544 if (tmp->type == PLAYER)
1724 { 1545 {
1725 if (op->nrof) 1546 if (op->nrof)
1726 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1727 else 1548 else
1731 1552
1732 if (op->nrof) 1553 if (op->nrof)
1733 return op; 1554 return op;
1734 else 1555 else
1735 { 1556 {
1736 free_object (op); 1557 op->destroy ();
1737 return NULL; 1558 return 0;
1738 } 1559 }
1739} 1560}
1740 1561
1741/* 1562/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1754 op->carrying += weight; 1575 op->carrying += weight;
1755 op = op->env; 1576 op = op->env;
1756 } 1577 }
1757} 1578}
1758 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1759/* 1600/*
1760 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1761 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1762 * inside the object environment. 1603 * inside the object environment.
1763 * 1604 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1771 */ 1607 */
1772 1608
1773object * 1609object *
1774insert_ob_in_ob (object *op, object *where) 1610object::insert (object *op)
1775{ 1611{
1776 object * 1612 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1613
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1615 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1616
1800 if (op->more) 1617 if (op->more)
1801 { 1618 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1620 return op;
1805 1622
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1625 if (op->nrof)
1809 { 1626 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1628 if (object::can_merge (tmp, op))
1812 { 1629 {
1813 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1631 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1818 */ 1635 */
1819 add_weight (where, op->weight * op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1822 op = tmp; 1639 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1642 break;
1826 } 1643 }
1827 1644
1828 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1647 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1648 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1649 * the linking below
1833 */ 1650 */
1834 add_weight (where, op->weight * op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1835 } 1652 }
1836 else 1653 else
1837 add_weight (where, (op->weight + op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1838 1655
1839 otmp = is_player_inv (where); 1656 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1657 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1659 otmp->update_stats ();
1844 }
1845 1660
1846 op->map = NULL; 1661 op->map = 0;
1847 op->env = where; 1662 op->env = this;
1848 op->above = NULL; 1663 op->above = 0;
1849 op->below = NULL; 1664 op->below = 0;
1850 op->x = 0, op->y = 0; 1665 op->x = 0, op->y = 0;
1851 1666
1852 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1668 if ((op->glow_radius != 0) && map)
1854 { 1669 {
1855#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1673 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1674 update_all_los (map, x, y);
1860 } 1675 }
1861 1676
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1678 * It sure simplifies this function...
1864 */ 1679 */
1865 if (where->inv == NULL) 1680 if (!inv)
1866 where->inv = op; 1681 inv = op;
1867 else 1682 else
1868 { 1683 {
1869 op->below = where->inv; 1684 op->below = inv;
1870 op->below->above = op; 1685 op->below->above = op;
1871 where->inv = op; 1686 inv = op;
1872 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1873 return op; 1691 return op;
1874} 1692}
1875 1693
1876/* 1694/*
1877 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1891 * 1709 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1711 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1712 * on top.
1895 */ 1713 */
1896
1897int 1714int
1898check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1899{ 1716{
1900 object * 1717 object *tmp;
1901 tmp; 1718 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1719 int x = op->x, y = op->y;
1908 1720
1909 MoveType 1721 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1722
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1724 return 0;
1916
1917 tag = op->count;
1918 1725
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1726 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1727 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1729
1938 1745
1939 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1941 */ 1748 */
1942 1749
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1944 { 1751 {
1945 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1754 * we don't need to check all of them.
1948 */ 1755 */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1792 {
1986 move_apply (tmp, op, originator); 1793 move_apply (tmp, op, originator);
1987 1794
1988 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1989 return 1; 1796 return 1;
1990 1797
1991 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
2003/* 1810/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2007 */ 1814 */
2008
2009object * 1815object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1817{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
2016 { 1819 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1821 return NULL;
2019 } 1822 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->arch == at) 1825 if (tmp->arch == at)
2022 return tmp; 1826 return tmp;
1827
2023 return NULL; 1828 return NULL;
2024} 1829}
2025 1830
2026/* 1831/*
2027 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2030 */ 1835 */
2031
2032object * 1836object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1837present (unsigned char type, maptile *m, int x, int y)
2034{ 1838{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1839 if (out_of_map (m, x, y))
2039 { 1840 {
2040 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1842 return NULL;
2042 } 1843 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1846 if (tmp->type == type)
2045 return tmp; 1847 return tmp;
1848
2046 return NULL; 1849 return NULL;
2047} 1850}
2048 1851
2049/* 1852/*
2050 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2053 */ 1856 */
2054
2055object * 1857object *
2056present_in_ob (unsigned char type, const object *op) 1858present_in_ob (unsigned char type, const object *op)
2057{ 1859{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1861 if (tmp->type == type)
2063 return tmp; 1862 return tmp;
1863
2064 return NULL; 1864 return NULL;
2065} 1865}
2066 1866
2067/* 1867/*
2068 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1876 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1877 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1878 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1879 * to be unique.
2080 */ 1880 */
2081
2082object * 1881object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1882present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1883{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1886 return tmp;
2092 } 1887
2093 return NULL; 1888 return 0;
2094} 1889}
2095 1890
2096/* 1891/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2100 */ 1895 */
2101
2102object * 1896object *
2103present_arch_in_ob (const archetype *at, const object *op) 1897present_arch_in_ob (const archetype *at, const object *op)
2104{ 1898{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1900 if (tmp->arch == at)
2110 return tmp; 1901 return tmp;
1902
2111 return NULL; 1903 return NULL;
2112} 1904}
2113 1905
2114/* 1906/*
2115 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2116 */ 1908 */
2117void 1909void
2118flag_inv (object *op, int flag) 1910flag_inv (object *op, int flag)
2119{ 1911{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1912 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1914 {
2126 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
2128 } 1917 }
2129} /* 1918}
1919
1920/*
2130 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2131 */ 1922 */
2132void 1923void
2133unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2134{ 1925{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1926 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1928 {
2141 CLEAR_FLAG (tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1930 unflag_inv (tmp, flag);
2143 } 1931 }
2144} 1932}
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for 1937 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function. 1938 * him/her-self and all object carried by a call to this function.
2151 */ 1939 */
2152
2153void 1940void
2154set_cheat (object *op) 1941set_cheat (object *op)
2155{ 1942{
2156 SET_FLAG (op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 1965 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 1966 * customized, changed states, etc.
2180 */ 1967 */
2181
2182int 1968int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 1970{
2185 int
2186 i,
2187 index = 0, flag; 1971 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2190 1973
2191 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2192 { 1975 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 1977 if (!flag)
2195 altern[index++] = i; 1978 altern [index++] = i;
2196 1979
2197 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 1981 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 1982 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 1983 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 1984 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2204 */ 1987 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 1989 stop = maxfree[i];
2207 } 1990 }
1991
2208 if (!index) 1992 if (!index)
2209 return -1; 1993 return -1;
1994
2210 return altern[RANDOM () % index]; 1995 return altern[RANDOM () % index];
2211} 1996}
2212 1997
2213/* 1998/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2003 */
2219
2220int 2004int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2006{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2009 return i;
2230 } 2010
2231 return -1; 2011 return -1;
2232} 2012}
2233 2013
2234/* 2014/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2018 */
2238static void 2019static void
2239permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2240{ 2021{
2241 int 2022 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2023 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2024
2252 tmp = arr[i]; 2025 while (--end)
2253 arr[i] = arr[j]; 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2027}
2257 2028
2258/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2035 */
2265void 2036void
2266get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2267{ 2038{
2268 int 2039 int i;
2269 i;
2270 2040
2271 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2042 search_arr[i] = i;
2274 }
2275 2043
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2047}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2059 * there is capable of.
2292 */ 2060 */
2293
2294int 2061int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2063{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2300 2065
2301 sint16 nx, ny; 2066 sint16 nx, ny;
2302 object * 2067 object *tmp;
2303 tmp; 2068 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2069
2307 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2308 2071
2309 if (exclude && exclude->head) 2072 if (exclude && exclude->head)
2310 { 2073 {
2322 mp = m; 2085 mp = m;
2323 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2325 2088
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2327 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2092 max = maxfree[i];
2330 }
2331 else 2093 else
2332 { 2094 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2334 2098
2335 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2100 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2340 { 2102 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break; 2106 break;
2346 } 2107
2347 }
2348 if (tmp) 2108 if (tmp)
2349 {
2350 return freedir[i]; 2109 return freedir[i];
2351 }
2352 } 2110 }
2353 } 2111 }
2354 } 2112 }
2113
2355 return 0; 2114 return 0;
2356} 2115}
2357 2116
2358/* 2117/*
2359 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2119 * distance between the two given objects.
2361 */ 2120 */
2362
2363int 2121int
2364distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2365{ 2123{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2125}
2372 2126
2373/* 2127/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2377 */ 2131 */
2378
2379int 2132int
2380find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2381{ 2134{
2382 int 2135 int q;
2383 q;
2384 2136
2385 if (y) 2137 if (y)
2386 q = x * 100 / y; 2138 q = x * 100 / y;
2387 else if (x) 2139 else if (x)
2388 q = -300 * x; 2140 q = -300 * x;
2423int 2175int
2424absdir (int d) 2176absdir (int d)
2425{ 2177{
2426 while (d < 1) 2178 while (d < 1)
2427 d += 8; 2179 d += 8;
2180
2428 while (d > 8) 2181 while (d > 8)
2429 d -= 8; 2182 d -= 8;
2183
2430 return d; 2184 return d;
2431} 2185}
2432 2186
2433/* 2187/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 */ 2190 */
2437 2191
2438int 2192int
2439dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2440{ 2194{
2441 int 2195 int d;
2442 d;
2443 2196
2444 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2445 if (d > 4) 2198 if (d > 4)
2446 d = 8 - d; 2199 d = 8 - d;
2200
2447 return d; 2201 return d;
2448} 2202}
2449 2203
2450/* peterm: 2204/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2208 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2209 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2210 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2211 * functions.
2458 */ 2212 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2268 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2518 */ 2270 */
2519
2520
2521int 2271int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2273{
2524 sint16 dx, dy; 2274 sint16 dx, dy;
2525 int
2526 mflags; 2275 int mflags;
2527 2276
2528 if (dir < 0) 2277 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2530 2279
2531 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2544 return 0; 2293 return 0;
2545 2294
2546 /* yes, can see. */ 2295 /* yes, can see. */
2547 if (dir < 9) 2296 if (dir < 9)
2548 return 1; 2297 return 1;
2298
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2302}
2552
2553
2554 2303
2555/* 2304/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2305 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2321}
2573 2322
2574
2575/* 2323/*
2576 * create clone from object to another 2324 * create clone from object to another
2577 */ 2325 */
2578object * 2326object *
2579object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2580{ 2328{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2330
2584 if (!asrc) 2331 if (!asrc)
2585 return NULL; 2332 return 0;
2333
2586 src = asrc; 2334 src = asrc;
2587 if (src->head) 2335 if (src->head)
2588 src = src->head; 2336 src = src->head;
2589 2337
2590 prev = NULL; 2338 prev = 0;
2591 for (part = src; part; part = part->more) 2339 for (part = src; part; part = part->more)
2592 { 2340 {
2593 tmp = get_object (); 2341 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2342 tmp->x -= src->x;
2596 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2597 if (!part->head) 2345 if (!part->head)
2598 { 2346 {
2599 dst = tmp; 2347 dst = tmp;
2600 tmp->head = NULL; 2348 tmp->head = 0;
2601 } 2349 }
2602 else 2350 else
2603 {
2604 tmp->head = dst; 2351 tmp->head = dst;
2605 } 2352
2606 tmp->more = NULL; 2353 tmp->more = 0;
2354
2607 if (prev) 2355 if (prev)
2608 prev->more = tmp; 2356 prev->more = tmp;
2357
2609 prev = tmp; 2358 prev = tmp;
2610 } 2359 }
2611 2360
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2363
2618 return dst; 2364 return dst;
2619} 2365}
2620 2366
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */ 2367/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */ 2368/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */ 2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */ 2370/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2641
2642object * 2373object *
2643load_object_str (const char *obstr) 2374load_object_str (const char *obstr)
2644{ 2375{
2645 object * 2376 object *op;
2646 op;
2647 char
2648 filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2649 2378
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651 2380
2652 FILE *
2653 tempfile = fopen (filename, "w"); 2381 FILE *tempfile = fopen (filename, "w");
2654 2382
2655 if (tempfile == NULL) 2383 if (tempfile == NULL)
2656 { 2384 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL; 2386 return NULL;
2659 }; 2387 }
2388
2660 fprintf (tempfile, obstr); 2389 fprintf (tempfile, obstr);
2661 fclose (tempfile); 2390 fclose (tempfile);
2662 2391
2663 op = get_object (); 2392 op = object::create ();
2664 2393
2665 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2666 2395
2667 if (thawer) 2396 if (thawer)
2668 load_object (thawer, op, 0); 2397 load_object (thawer, op, 0);
2678 * returns NULL if no match. 2407 * returns NULL if no match.
2679 */ 2408 */
2680object * 2409object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2411{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2414 return tmp;
2689 2415
2690 return NULL; 2416 return 0;
2691} 2417}
2692 2418
2693/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2420 * otherwise return NULL.
2695 * 2421 *
2697 * do the desired thing. 2423 * do the desired thing.
2698 */ 2424 */
2699key_value * 2425key_value *
2700get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2701{ 2427{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2429 if (link->key == key)
2708 {
2709 return link; 2430 return link;
2710 }
2711 }
2712 2431
2713 return NULL; 2432 return 0;
2714} 2433}
2715 2434
2716/* 2435/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2437 *
2721 * The returned string is shared. 2440 * The returned string is shared.
2722 */ 2441 */
2723const char * 2442const char *
2724get_ob_key_value (const object *op, const char *const key) 2443get_ob_key_value (const object *op, const char *const key)
2725{ 2444{
2726 key_value * 2445 key_value *link;
2727 link; 2446 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2447
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2448 if (!canonical_key)
2734 { 2449 {
2735 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2454 */
2740 return NULL; 2455 return 0;
2741 } 2456 }
2742 2457
2743 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2745 */ 2460 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2461 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2749 {
2750 return link->value; 2463 return link->value;
2751 } 2464
2752 }
2753 return NULL; 2465 return 0;
2754} 2466}
2755 2467
2756 2468
2757/* 2469/*
2758 * Updates the canonical_key in op to value. 2470 * Updates the canonical_key in op to value.
2765 * Returns TRUE on success. 2477 * Returns TRUE on success.
2766 */ 2478 */
2767int 2479int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2481{
2770 key_value *
2771 field = NULL, *last = NULL; 2482 key_value *field = NULL, *last = NULL;
2772 2483
2773 for (field = op->key_values; field != NULL; field = field->next) 2484 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2485 {
2775 if (field->key != canonical_key) 2486 if (field->key != canonical_key)
2776 { 2487 {
2804 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2805 2516
2806 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2807 2518
2808 if (!add_key) 2519 if (!add_key)
2809 {
2810 return FALSE; 2520 return FALSE;
2811 } 2521
2812 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2816 * should pass in "" 2526 * should pass in ""
2844 shstr key_ (key); 2554 shstr key_ (key);
2845 2555
2846 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2557}
2848 2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2849void 2566void
2850object::deep_iterator::next () 2567object::depth_iterator::next ()
2851{ 2568{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2569 if (item->below)
2570 {
2855 item = item->below; 2571 item = item->below;
2572
2573 while (item->inv)
2574 item = item->inv;
2575 }
2856 else 2576 else
2857 item = item->env->below; 2577 item = item->env;
2858} 2578}
2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

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