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Comparing deliantra/server/common/object.C (file contents):
Revision 1.34 by root, Tue Sep 12 01:09:53 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
37 40
38object *objects; /* Pointer to the list of used objects */
39object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 45};
50int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 55};
54 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 135static int
57compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
58{ 137{
59 key_value *wants_field; 138 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
64 */ 143 */
65 144
66 /* For each field in wants, */ 145 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 147 {
69 key_value *has_field; 148 key_value *has_field;
70 149
71 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
106 * 185 *
107 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
110 * 189 *
111 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
112 * 191 *
113 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
114 * check weight 193 * check weight
115 */ 194 */
116
117bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 250 return 0;
177 251
178 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 253 * check all objects in the inventory.
180 */ 254 */
183 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 259 return 0;
186 260
187 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 263 return 0;
190 264
191 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 266 * if it is valid.
193 */ 267 */
202 276
203 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
205 * check? 279 * check?
206 */ 280 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 282 return 0;
209 283
210 switch (ob1->type) 284 switch (ob1->type)
211 { 285 {
212 case SCROLL: 286 case SCROLL:
254 { 328 {
255 if (inv->inv) 329 if (inv->inv)
256 sum_weight (inv); 330 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 332 }
333
259 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
261 if (op->carrying != sum) 337 if (op->carrying != sum)
262 op->carrying = sum; 338 op->carrying = sum;
339
263 return sum; 340 return sum;
264} 341}
265 342
266/** 343/**
267 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
274 op = op->env; 351 op = op->env;
275 return op; 352 return op;
276} 353}
277 354
278/* 355/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 357 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
297 */ 359 */
298 360
299void 361char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 362dump_object (object *op)
355{ 363{
356 if (op == NULL) 364 if (!op)
357 { 365 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 366
365void 367 object_freezer freezer;
366dump_all_objects (void) 368 save_object (freezer, op, 1);
367{ 369 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 370}
376 371
377/* 372/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
399 */ 394 */
400 395
401object * 396object *
402find_object (tag_t i) 397find_object (tag_t i)
403{ 398{
404 object *op; 399 for (object *op = object::first; op; op = op->next)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 400 if (op->count == i)
408 break; 401 return op;
402
409 return op; 403 return 0;
410} 404}
411 405
412/* 406/*
413 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
416 */ 410 */
417 411
418object * 412object *
419find_object_name (const char *str) 413find_object_name (const char *str)
420{ 414{
421 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
423 417
424 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
425 if (&op->name == name) 419 if (op->name == str_)
426 break; 420 break;
427 421
428 return op; 422 return op;
429} 423}
430 424
431void 425void
432free_all_object_data () 426free_all_object_data ()
433{ 427{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456} 429}
457 430
458/* 431/*
459 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
460 * skill and experience objects. 433 * skill and experience objects.
493 } 466 }
494 467
495 op->key_values = 0; 468 op->key_values = 0;
496} 469}
497 470
498void object::clear ()
499{
500 attachable_base::clear ();
501
502 free_key_values (this);
503
504 owner = 0;
505 name = 0;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/* 471/*
551 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
554 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
555 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
556 * will point at garbage. 477 * will point at garbage.
557 */ 478 */
558void 479void
559copy_object (object *op2, object *op) 480object::copy_to (object *dst)
560{ 481{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
563 484
564 op2->clone (op); 485 *(object_copy *)dst = *this;
565 486
566 if (is_freed) 487 if (is_freed)
567 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
568 if (is_removed) 490 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
570 492
571 if (op2->speed < 0) 493 if (speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
573 495
574 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
575 if (op2->key_values) 497 if (key_values)
576 { 498 {
577 key_value *tail = 0; 499 key_value *tail = 0;
578 key_value *i; 500 key_value *i;
579 501
580 op->key_values = 0; 502 dst->key_values = 0;
581 503
582 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
583 { 505 {
584 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
585 507
586 new_link->next = 0; 508 new_link->next = 0;
587 new_link->key = i->key; 509 new_link->key = i->key;
588 new_link->value = i->value; 510 new_link->value = i->value;
589 511
590 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
591 if (!op->key_values) 513 if (!dst->key_values)
592 { 514 {
593 op->key_values = new_link; 515 dst->key_values = new_link;
594 tail = new_link; 516 tail = new_link;
595 } 517 }
596 else 518 else
597 { 519 {
598 tail->next = new_link; 520 tail->next = new_link;
599 tail = new_link; 521 tail = new_link;
600 } 522 }
601 } 523 }
602 } 524 }
603 525
604 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
605} 535}
606 536
607/* 537/*
608 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
609 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
610 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
611 */ 541 */
612
613void 542void
614update_turn_face (object *op) 543update_turn_face (object *op)
615{ 544{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 546 return;
547
618 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
620} 550}
621 551
622/* 552/*
623 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
624 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
625 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
626 */ 556 */
627void 557void
628update_ob_speed (object *op) 558object::set_speed (float speed)
629{ 559{
630 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
631
632 /* No reason putting the archetypes objects on the speed list,
633 * since they never really need to be updated.
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 { 561 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 563 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 564 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 565
655 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 567
659 if (op->active_next != NULL) 568 if (has_active_speed ())
660 op->active_next->active_prev = op; 569 activate ();
661
662 active_objects = op;
663 }
664 else 570 else
665 { 571 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 572}
689 573
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 574/*
722 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...) 578 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
727 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
729 * 582 *
730 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 584 * current action are:
736 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
738 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
739 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
740 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
741 */ 590 */
742
743void 591void
744update_object (object *op, int action) 592update_object (object *op, int action)
745{ 593{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
748 595
749 if (op == NULL) 596 if (op == NULL)
750 { 597 {
751 /* this should never happen */ 598 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 600 return;
754 } 601 }
755 602
756 if (op->env != NULL) 603 if (op->env)
757 { 604 {
758 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
759 * to do in this case. 606 * to do in this case.
760 */ 607 */
761 return; 608 return;
766 */ 613 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 615 return;
769 616
770 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 619 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 621#ifdef MANY_CORES
775 abort (); 622 abort ();
776#endif 623#endif
777 return; 624 return;
778 } 625 }
779 626
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
787 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
788 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 644 * to have move_allow right now.
812 */ 645 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 648 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 649 }
819 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 652 * that is being removed.
822 */ 653 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 655 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
827 else 658 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 660
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 661 if (op->more)
837 update_object (op->more, action); 662 update_object (op->more, action);
838} 663}
839 664
840static unordered_vector<object *> mortals; 665object *object::first;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size())//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857}
858 666
859object::object () 667object::object ()
860{ 668{
861 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
862 670
863 expmul = 1.0; 671 expmul = 1.0;
864 face = blank_face; 672 face = blank_face;
865 attacked_by_count = -1;
866} 673}
867 674
868object::~object () 675object::~object ()
869{ 676{
870 free_key_values (this); 677 free_key_values (this);
871} 678}
872 679
873void object::link () 680void object::link ()
874{ 681{
875 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
876 684
877 prev = 0; 685 prev = 0;
878 next = objects; 686 next = object::first;
879 687
880 if (objects) 688 if (object::first)
881 objects->prev = this; 689 object::first->prev = this;
882 690
883 objects = this; 691 object::first = this;
884} 692}
885 693
886void object::unlink () 694void object::unlink ()
887{ 695{
888 count = 0; 696 if (this == object::first)
697 object::first = next;
889 698
890 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
894 prev = 0; 703 prev = 0;
895 }
896
897 if (next)
898 {
899 next->prev = prev;
900 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
901 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
902 725
903 if (this == objects) 726 if (active_next)
904 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
905} 839}
906 840
907object *object::create () 841object *object::create ()
908{ 842{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 843 object *op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link (); 844 op->link ();
923 return op; 845 return op;
924} 846}
925 847
926/* 848void
927 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
928 * it from the list of used objects, and puts it on the list of
929 * free objects. The IS_FREED() flag is set in the object.
930 * The object must have been removed by remove_ob() first for
931 * this function to succeed.
932 *
933 * If free_inventory is set, free inventory as well. Else drop items in
934 * inventory to the ground.
935 */
936void object::free (bool free_inventory)
937{ 850{
938 if (QUERY_FLAG (this, FLAG_FREED)) 851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
939 return; 861 return;
940 862
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 863 set_speed (0);
942 remove_friendly_object (this);
943 864
944 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 flag [FLAG_FREED] = 1;
945 remove_ob (this);
946 866
947 SET_FLAG (this, FLAG_FREED); 867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
948 894
949 if (more) 895 if (more)
950 { 896 {
951 more->free (free_inventory); 897 more->destroy ();
952 more = 0; 898 more = 0;
953 } 899 }
954 900
955 if (inv) 901 // clear those pointers that likely might have circular references to us
956 {
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 {
963 object *op = inv;
964
965 while (op)
966 {
967 object *tmp = op->below;
968 op->free (free_inventory);
969 op = tmp;
970 }
971 }
972 else
973 { /* Put objects in inventory onto this space */
974 object *op = inv;
975
976 while (op)
977 {
978 object *tmp = op->below;
979
980 remove_ob (op);
981
982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984 free_object (op);
985 else
986 {
987 op->x = x;
988 op->y = y;
989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990 }
991
992 op = tmp;
993 }
994 }
995 }
996
997 owner = 0; 902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
998 905
999 /* Remove object from the active list */ 906 // only relevant for players(?), but make sure of it anyways
1000 speed = 0; 907 contr = 0;
1001 update_ob_speed (this); 908}
1002 909
1003 unlink (); 910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
1004 915
1005 mortals.push_back (this); 916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
1006} 920}
1007 921
1008/* 922/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1011 */ 925 */
1012
1013void 926void
1014sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1015{ 928{
1016 while (op != NULL) 929 while (op != NULL)
1017 { 930 {
1018 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 } 933
1022 op->carrying -= weight; 934 op->carrying -= weight;
1023 op = op->env; 935 op = op->env;
1024 } 936 }
1025} 937}
1026 938
1027/* remove_ob(op): 939/* op->remove ():
1028 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 944 * the previous environment.
1033 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1034 */ 946 */
1035
1036void 947void
1037remove_ob (object *op) 948object::remove ()
1038{ 949{
950 object *tmp, *last = 0;
1039 object * 951 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 952
1045 tag_t
1046 tag;
1047 int
1048 check_walk_off;
1049 mapstruct *
1050 m;
1051
1052 sint16
1053 x,
1054 y;
1055
1056 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1057 return; 954 return;
1058 955
1059 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1060 958
1061 if (op->more != NULL) 959 if (more)
1062 remove_ob (op->more); 960 more->remove ();
1063 961
1064 /* 962 /*
1065 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1066 * inventory. 964 * inventory.
1067 */ 965 */
1068 if (op->env != NULL) 966 if (env)
1069 { 967 {
1070 if (op->nrof) 968 if (nrof)
1071 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1072 else 970 else
1073 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1074 972
1075 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 975 * to save cpu time.
1078 */ 976 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 978 otmp->update_stats ();
1081 979
1082 if (op->above != NULL) 980 if (above)
1083 op->above->below = op->below; 981 above->below = below;
1084 else 982 else
1085 op->env->inv = op->below; 983 env->inv = below;
1086 984
1087 if (op->below != NULL) 985 if (below)
1088 op->below->above = op->above; 986 below->above = above;
1089 987
1090 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1093 */ 991 */
1094 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1095 op->map = op->env->map; 993 map = env->map;
1096 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1097 op->env = NULL; 995 env = 0;
1098 } 996 }
1099 else if (op->map) 997 else if (map)
1100 { 998 {
1101 x = op->x; 999 if (type == PLAYER)
1102 y = op->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104
1105 if (!m)
1106 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1108 op->map->path, op->x, op->y);
1109 /* in old days, we used to set x and y to 0 and continue.
1110 * it seems if we get into this case, something is probablye
1111 * screwed up and should be fixed.
1112 */
1113 abort ();
1114 } 1000 {
1115 1001 --map->players;
1116 if (op->map != m) 1002 map->touch ();
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */ 1003 }
1004
1005 map->dirty = true;
1123 1006
1124 /* link the object above us */ 1007 /* link the object above us */
1125 if (op->above) 1008 if (above)
1126 op->above->below = op->below; 1009 above->below = below;
1127 else 1010 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1129 1012
1130 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1131 if (op->below) 1014 if (below)
1132 op->below->above = op->above; 1015 below->above = above;
1133 else 1016 else
1134 { 1017 {
1135 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1136 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1137 * evident 1020 * evident
1138 */ 1021 */
1139 if (GET_MAP_OB (m, x, y) != op) 1022 if (GET_MAP_OB (map, x, y) != this)
1140 { 1023 {
1141 dump_object (op); 1024 char *dump = dump_object (this);
1142 LOG (llevError, 1025 LOG (llevError,
1143 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1026 "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);
1027 free (dump);
1144 dump_object (GET_MAP_OB (m, x, y)); 1028 dump = dump_object (GET_MAP_OB (map, x, y));
1145 LOG (llevError, "%s\n", errmsg); 1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1146 } 1031 }
1147 1032
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1033 map->at (x, y).bot = above; /* goes on above it. */
1149 } 1034 }
1150 1035
1151 op->above = 0; 1036 above = 0;
1152 op->below = 0; 1037 below = 0;
1153 1038
1154 if (op->map->in_memory == MAP_SAVING) 1039 if (map->in_memory == MAP_SAVING)
1155 return; 1040 return;
1156 1041
1157 tag = op->count; 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 1043
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1161 { 1045 {
1162 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1163 * being removed. 1047 * being removed.
1164 */ 1048 */
1165 1049
1166 if (tmp->type == PLAYER && tmp != op) 1050 if (tmp->type == PLAYER && tmp != this)
1167 { 1051 {
1168 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1170 * appropriately. 1054 * appropriately.
1171 */ 1055 */
1172 if (tmp->container == op) 1056 if (tmp->container == this)
1173 { 1057 {
1174 CLEAR_FLAG (op, FLAG_APPLIED); 1058 flag [FLAG_APPLIED] = 0;
1175 tmp->container = NULL; 1059 tmp->container = 0;
1176 } 1060 }
1177 1061
1178 tmp->contr->socket.update_look = 1; 1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1179 } 1064 }
1180 1065
1181 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1182 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 { 1070 {
1184 move_apply (tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1185 1072
1186 if (was_destroyed (op, tag)) 1073 if (destroyed ())
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1189 }
1190 } 1075 }
1191 1076
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1194 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1195 tmp->above = NULL; 1080 tmp->above = 0;
1196 1081
1197 last = tmp; 1082 last = tmp;
1198 } 1083 }
1199 1084
1200 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1087 if (!last)
1202 { 1088 map->at (x, y).flags_ = 0;
1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205 * those out anyways, and if there are any flags set right now, they won't
1206 * be correct anyways.
1207 */
1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209 update_position (op->map, op->x, op->y);
1210 }
1211 else 1089 else
1212 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1213 1091
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1216 } 1094 }
1217} 1095}
1218 1096
1219/* 1097/*
1220 * merge_ob(op,top): 1098 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1101 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1104 */
1227
1228object * 1105object *
1229merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1230{ 1107{
1231 if (!op->nrof) 1108 if (!op->nrof)
1232 return 0; 1109 return 0;
1233 1110
1234 if (top == NULL) 1111 if (top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1236 1114
1237 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1238 { 1116 {
1239 if (top == op) 1117 if (top == op)
1240 continue; 1118 continue;
1241 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1242 { 1121 {
1243 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1244 1123
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1247 remove_ob (op); 1126 op->destroy ();
1248 free_object (op);
1249 return top; 1127 return top;
1250 } 1128 }
1251 } 1129 }
1252 1130
1253 return NULL; 1131 return 0;
1254} 1132}
1255 1133
1256/* 1134/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1258 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1259 */ 1137 */
1260object * 1138object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1140{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1142 {
1270 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1271 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1272 } 1145 }
1273 1146
1292 * Return value: 1165 * Return value:
1293 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1168 * just 'op' otherwise
1296 */ 1169 */
1297
1298object * 1170object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1172{
1301 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1302 sint16 x, y; 1174 sint16 x, y;
1303 1175
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1176 if (QUERY_FLAG (op, FLAG_FREED))
1305 { 1177 {
1306 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL; 1179 return NULL;
1308 } 1180 }
1309 1181
1310 if (m == NULL) 1182 if (!m)
1311 { 1183 {
1312 dump_object (op); 1184 char *dump = dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1314 return op; 1187 return op;
1315 } 1188 }
1316 1189
1317 if (out_of_map (m, op->x, op->y)) 1190 if (out_of_map (m, op->x, op->y))
1318 { 1191 {
1319 dump_object (op); 1192 char *dump = dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1321#ifdef MANY_CORES 1194#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted. 1197 * improperly inserted.
1325 */ 1198 */
1326 abort (); 1199 abort ();
1327#endif 1200#endif
1201 free (dump);
1328 return op; 1202 return op;
1329 } 1203 }
1330 1204
1331 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 { 1206 {
1333 dump_object (op); 1207 char *dump = dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1335 return op; 1210 return op;
1336 } 1211 }
1337 1212
1338 if (op->more != NULL) 1213 if (op->more)
1339 { 1214 {
1340 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1341 1216
1342 object *more = op->more; 1217 object *more = op->more;
1343 1218
1344 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1345 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1348 */ 1223 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map) 1226 else if (!more->map)
1352 { 1227 {
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 { 1235 {
1361 if (!op->head) 1236 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363 1238
1364 return NULL; 1239 return 0;
1365 } 1240 }
1366 } 1241 }
1367 1242
1368 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1244
1376 y = op->y; 1251 y = op->y;
1377 1252
1378 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1379 */ 1254 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1383 { 1258 {
1384 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1260 tmp->destroy ();
1386 free_object (tmp);
1387 } 1261 }
1388 1262
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1265
1404 op->below = originator->below; 1278 op->below = originator->below;
1405 1279
1406 if (op->below) 1280 if (op->below)
1407 op->below->above = op; 1281 op->below->above = op;
1408 else 1282 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1410 1284
1411 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1412 originator->below = op; 1286 originator->below = op;
1413 } 1287 }
1414 else 1288 else
1415 { 1289 {
1416 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418 { 1292 {
1419 object *last = NULL; 1293 object *last = 0;
1420 1294
1421 /* 1295 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1428 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1432 */ 1306 */
1433
1434 while (top != NULL) 1307 while (top)
1435 { 1308 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1310 floor = top;
1438 1311
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1460 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1335 * stacking is a bit odd.
1463 */ 1336 */
1464 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466 { 1339 {
1467 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1342 break;
1470 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493 1366
1494 if (op->above) 1367 if (op->above)
1495 op->above->below = op; 1368 op->above->below = op;
1496 1369
1497 op->below = NULL; 1370 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1499 } 1372 }
1500 else 1373 else
1501 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1502 op->above = top->above; 1375 op->above = top->above;
1503 1376
1506 1379
1507 op->below = top; 1380 op->below = top;
1508 top->above = op; 1381 top->above = op;
1509 } 1382 }
1510 1383
1511 if (op->above == NULL) 1384 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1514 1387
1515 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1516 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1517 1396
1518 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1519 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1520 */ 1399 */
1521 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1401 if (object *pl = op->ms ().player ())
1523 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1524 tmp->contr->socket.update_look = 1; 1403 pl->contr->ns->floorbox_update ();
1525 1404
1526 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1412 * of effect may be sufficient.
1534 */ 1413 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1537 1416
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1540 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1541 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1543 * 1424 *
1544 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1428 * update_object().
1549 1430
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1552 { 1433 {
1553 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1554 return NULL; 1435 return 0;
1555 1436
1556 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1438 * walk on's.
1558 */ 1439 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1561 return NULL; 1442 return 0;
1562 } 1443 }
1563 1444
1564 return op; 1445 return op;
1565} 1446}
1566 1447
1567/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1568 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1569 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1570 */ 1451 */
1571void 1452void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1454{
1574 object * 1455 object *tmp, *tmp1;
1575 tmp;
1576 object *
1577 tmp1;
1578 1456
1579 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1580 1458
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584 { 1461 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1462
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1591 1464
1592 tmp1->x = op->x; 1465 tmp1->x = op->x;
1593 tmp1->y = op->y; 1466 tmp1->y = op->y;
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1595} 1474}
1596 1475
1597/* 1476/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array. 1481 * global static errmsg array.
1603 */ 1482 */
1604
1605object * 1483object *
1606get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1607{ 1485{
1608 object * 1486 object *newob;
1609 newob;
1610 int
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612 1488
1613 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1614 { 1490 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL; 1492 return NULL;
1617 } 1493 }
1618 1494
1619 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1620 1496
1621 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1622 { 1498 orig_ob->destroy (1);
1623 if (!is_removed)
1624 remove_ob (orig_ob);
1625 free_object2 (orig_ob, 1);
1626 }
1627 else if (!is_removed) 1499 else if (!is_removed)
1628 { 1500 {
1629 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1651 1523
1652object * 1524object *
1653decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1654{ 1526{
1655 object *tmp; 1527 object *tmp;
1656 player *pl;
1657 1528
1658 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1659 return op; 1530 return op;
1660 1531
1661 if (i > op->nrof) 1532 if (i > op->nrof)
1662 i = op->nrof; 1533 i = op->nrof;
1663 1534
1664 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i; 1536 op->nrof -= i;
1666 else if (op->env != NULL) 1537 else if (op->env)
1667 { 1538 {
1668 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1669 * therein? 1540 * therein?
1670 */ 1541 */
1671 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1672 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player. 1547 * and then searching the map for a player.
1677 */ 1548 */
1678 if (!tmp) 1549 if (!tmp)
1679 { 1550 for_all_players (pl)
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1682 break; 1554 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 } 1555 }
1688 1556
1689 if (i < op->nrof) 1557 if (i < op->nrof)
1690 { 1558 {
1691 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i; 1560 op->nrof -= i;
1693 if (tmp) 1561 if (tmp)
1694 {
1695 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1696 }
1697 } 1563 }
1698 else 1564 else
1699 { 1565 {
1700 remove_ob (op); 1566 op->remove ();
1701 op->nrof = 0; 1567 op->nrof = 0;
1702 if (tmp) 1568 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1705 }
1706 } 1570 }
1707 } 1571 }
1708 else 1572 else
1709 { 1573 {
1710 object *above = op->above; 1574 object *above = op->above;
1711 1575
1712 if (i < op->nrof) 1576 if (i < op->nrof)
1713 op->nrof -= i; 1577 op->nrof -= i;
1714 else 1578 else
1715 { 1579 {
1716 remove_ob (op); 1580 op->remove ();
1717 op->nrof = 0; 1581 op->nrof = 0;
1718 } 1582 }
1719 1583
1720 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1722 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1723 { 1587 {
1724 if (op->nrof) 1588 if (op->nrof)
1725 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1726 else 1590 else
1730 1594
1731 if (op->nrof) 1595 if (op->nrof)
1732 return op; 1596 return op;
1733 else 1597 else
1734 { 1598 {
1735 free_object (op); 1599 op->destroy ();
1736 return NULL; 1600 return 0;
1737 } 1601 }
1738} 1602}
1739 1603
1740/* 1604/*
1741 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1753 op->carrying += weight; 1617 op->carrying += weight;
1754 op = op->env; 1618 op = op->env;
1755 } 1619 }
1756} 1620}
1757 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1758/* 1642/*
1759 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1760 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1761 * inside the object environment. 1645 * inside the object environment.
1762 * 1646 *
1763 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764 * the inventory at the last position or next to other objects of the same
1765 * type.
1766 * Frank: Now sorted by type, archetype and magic!
1767 *
1768 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1770 */ 1649 */
1771 1650
1772object * 1651object *
1773insert_ob_in_ob (object *op, object *where) 1652object::insert (object *op)
1774{ 1653{
1775 object * 1654 object *tmp, *otmp;
1776 tmp, *
1777 otmp;
1778 1655
1779 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 { 1657 op->remove ();
1781 dump_object (op);
1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783 return op;
1784 }
1785
1786 if (where == NULL)
1787 {
1788 dump_object (op);
1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790 return op;
1791 }
1792
1793 if (where->head)
1794 {
1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796 where = where->head;
1797 }
1798 1658
1799 if (op->more) 1659 if (op->more)
1800 { 1660 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1662 return op;
1804 1664
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1807 if (op->nrof) 1667 if (op->nrof)
1808 { 1668 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1811 { 1671 {
1812 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1673 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1816 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1817 */ 1677 */
1818 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1819 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1820 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1821 op = tmp; 1681 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1823 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break; 1684 break;
1825 } 1685 }
1826 1686
1827 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1828 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1830 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1831 * the linking below 1691 * the linking below
1832 */ 1692 */
1833 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1834 } 1694 }
1835 else 1695 else
1836 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1837 1697
1838 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1839 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp); 1701 otmp->update_stats ();
1843 }
1844 1702
1845 op->map = NULL; 1703 op->map = 0;
1846 op->env = where; 1704 op->env = this;
1847 op->above = NULL; 1705 op->above = 0;
1848 op->below = NULL; 1706 op->below = 0;
1849 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1850 1708
1851 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1853 { 1711 {
1854#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1858 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1859 } 1717 }
1860 1718
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1862 * It sure simplifies this function... 1720 * It sure simplifies this function...
1863 */ 1721 */
1864 if (where->inv == NULL) 1722 if (!inv)
1865 where->inv = op; 1723 inv = op;
1866 else 1724 else
1867 { 1725 {
1868 op->below = where->inv; 1726 op->below = inv;
1869 op->below->above = op; 1727 op->below->above = op;
1870 where->inv = op; 1728 inv = op;
1871 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1872 return op; 1733 return op;
1873} 1734}
1874 1735
1875/* 1736/*
1876 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1890 * 1751 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1754 * on top.
1894 */ 1755 */
1895
1896int 1756int
1897check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1898{ 1758{
1899 object * 1759 object *tmp;
1900 tmp; 1760 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1761 int x = op->x, y = op->y;
1907 1762
1908 MoveType 1763 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1764
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1766 return 0;
1915
1916 tag = op->count;
1917 1767
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1771
1937 1787
1938 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1940 */ 1790 */
1941 1791
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1943 { 1793 {
1944 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1796 * we don't need to check all of them.
1947 */ 1797 */
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1834 {
1985 move_apply (tmp, op, originator); 1835 move_apply (tmp, op, originator);
1986 1836
1987 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
1988 return 1; 1838 return 1;
1989 1839
1990 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
2002/* 1852/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2006 */ 1856 */
2007
2008object * 1857object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1859{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
2015 { 1861 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1863 return NULL;
2018 } 1864 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2020 if (tmp->arch == at) 1867 if (tmp->arch == at)
2021 return tmp; 1868 return tmp;
1869
2022 return NULL; 1870 return NULL;
2023} 1871}
2024 1872
2025/* 1873/*
2026 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2029 */ 1877 */
2030
2031object * 1878object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
2033{ 1880{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2038 { 1882 {
2039 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1884 return NULL;
2041 } 1885 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1888 if (tmp->type == type)
2044 return tmp; 1889 return tmp;
1890
2045 return NULL; 1891 return NULL;
2046} 1892}
2047 1893
2048/* 1894/*
2049 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2052 */ 1898 */
2053
2054object * 1899object *
2055present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2056{ 1901{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1903 if (tmp->type == type)
2062 return tmp; 1904 return tmp;
1905
2063 return NULL; 1906 return NULL;
2064} 1907}
2065 1908
2066/* 1909/*
2067 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1921 * to be unique.
2079 */ 1922 */
2080
2081object * 1923object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1925{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1928 return tmp;
2091 } 1929
2092 return NULL; 1930 return 0;
2093} 1931}
2094 1932
2095/* 1933/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2099 */ 1937 */
2100
2101object * 1938object *
2102present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2103{ 1940{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1942 if (tmp->arch == at)
2109 return tmp; 1943 return tmp;
1944
2110 return NULL; 1945 return NULL;
2111} 1946}
2112 1947
2113/* 1948/*
2114 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2115 */ 1950 */
2116void 1951void
2117flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2118{ 1953{
2119 object *
2120 tmp;
2121
2122 if (op->inv) 1954 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 { 1956 {
2125 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2127 } 1959 }
2128} /* 1960}
1961
1962/*
2129 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2130 */ 1964 */
2131void 1965void
2132unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2133{ 1967{
2134 object *
2135 tmp;
2136
2137 if (op->inv) 1968 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 { 1970 {
2140 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2142 } 1973 }
2143} 1974}
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2150 */ 1981 */
2151
2152void 1982void
2153set_cheat (object *op) 1983set_cheat (object *op)
2154{ 1984{
2155 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 2008 * customized, changed states, etc.
2179 */ 2009 */
2180
2181int 2010int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 2012{
2184 int
2185 i,
2186 index = 0, flag; 2013 int index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2189 2015
2190 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2191 { 2017 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2193 if (!flag) 2019 if (!flag)
2194 altern[index++] = i; 2020 altern [index++] = i;
2195 2021
2196 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2203 */ 2029 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2205 stop = maxfree[i]; 2031 stop = maxfree[i];
2206 } 2032 }
2033
2207 if (!index) 2034 if (!index)
2208 return -1; 2035 return -1;
2036
2209 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2210} 2038}
2211 2039
2212/* 2040/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2045 */
2218
2219int 2046int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2048{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2051 return i;
2229 } 2052
2230 return -1; 2053 return -1;
2231} 2054}
2232 2055
2233/* 2056/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2060 */
2237static void 2061static void
2238permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2239{ 2063{
2240 int 2064 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2065 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2066
2251 tmp = arr[i]; 2067 while (--end)
2252 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2069}
2256 2070
2257/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2259 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2262 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2077 */
2264void 2078void
2265get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2266{ 2080{
2267 int 2081 int i;
2268 i;
2269 2082
2270 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2084 search_arr[i] = i;
2273 }
2274 2085
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2089}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2288 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2289 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2101 * there is capable of.
2291 */ 2102 */
2292
2293int 2103int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2105{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2299 2107
2300 sint16 nx, ny; 2108 sint16 nx, ny;
2301 object * 2109 object *tmp;
2302 tmp; 2110 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2111
2306 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2307 2113
2308 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2309 { 2115 {
2321 mp = m; 2127 mp = m;
2322 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2324 2130
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2326 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2134 max = maxfree[i];
2329 }
2330 else 2135 else
2331 { 2136 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2333 2140
2334 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2142 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2339 { 2144 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break; 2148 break;
2345 } 2149
2346 }
2347 if (tmp) 2150 if (tmp)
2348 {
2349 return freedir[i]; 2151 return freedir[i];
2350 }
2351 } 2152 }
2352 } 2153 }
2353 } 2154 }
2155
2354 return 0; 2156 return 0;
2355} 2157}
2356 2158
2357/* 2159/*
2358 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2161 * distance between the two given objects.
2360 */ 2162 */
2361
2362int 2163int
2363distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2364{ 2165{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2167}
2371 2168
2372/* 2169/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2376 */ 2173 */
2377
2378int 2174int
2379find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2380{ 2176{
2381 int 2177 int q;
2382 q;
2383 2178
2384 if (y) 2179 if (y)
2385 q = x * 100 / y; 2180 q = x * 100 / y;
2386 else if (x) 2181 else if (x)
2387 q = -300 * x; 2182 q = -300 * x;
2422int 2217int
2423absdir (int d) 2218absdir (int d)
2424{ 2219{
2425 while (d < 1) 2220 while (d < 1)
2426 d += 8; 2221 d += 8;
2222
2427 while (d > 8) 2223 while (d > 8)
2428 d -= 8; 2224 d -= 8;
2225
2429 return d; 2226 return d;
2430} 2227}
2431 2228
2432/* 2229/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 */ 2232 */
2436 2233
2437int 2234int
2438dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2439{ 2236{
2440 int 2237 int d;
2441 d;
2442 2238
2443 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2444 if (d > 4) 2240 if (d > 4)
2445 d = 8 - d; 2241 d = 8 - d;
2242
2446 return d; 2243 return d;
2447} 2244}
2448 2245
2449/* peterm: 2246/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2253 * functions.
2457 */ 2254 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2310 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2517 */ 2312 */
2518
2519
2520int 2313int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2315{
2523 sint16 dx, dy; 2316 sint16 dx, dy;
2524 int
2525 mflags; 2317 int mflags;
2526 2318
2527 if (dir < 0) 2319 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2529 2321
2530 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2543 return 0; 2335 return 0;
2544 2336
2545 /* yes, can see. */ 2337 /* yes, can see. */
2546 if (dir < 9) 2338 if (dir < 9)
2547 return 1; 2339 return 1;
2340
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2549 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2344}
2551
2552
2553 2345
2554/* 2346/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2363}
2572 2364
2573
2574/* 2365/*
2575 * create clone from object to another 2366 * create clone from object to another
2576 */ 2367 */
2577object * 2368object *
2578object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2579{ 2370{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2582 2372
2583 if (!asrc) 2373 if (!asrc)
2584 return NULL; 2374 return 0;
2375
2585 src = asrc; 2376 src = asrc;
2586 if (src->head) 2377 if (src->head)
2587 src = src->head; 2378 src = src->head;
2588 2379
2589 prev = NULL; 2380 prev = 0;
2590 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2591 { 2382 {
2592 tmp = get_object (); 2383 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2384 tmp->x -= src->x;
2595 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2596 if (!part->head) 2387 if (!part->head)
2597 { 2388 {
2598 dst = tmp; 2389 dst = tmp;
2599 tmp->head = NULL; 2390 tmp->head = 0;
2600 } 2391 }
2601 else 2392 else
2602 {
2603 tmp->head = dst; 2393 tmp->head = dst;
2604 } 2394
2605 tmp->more = NULL; 2395 tmp->more = 0;
2396
2606 if (prev) 2397 if (prev)
2607 prev->more = tmp; 2398 prev->more = tmp;
2399
2608 prev = tmp; 2400 prev = tmp;
2609 } 2401 }
2610 2402
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2405
2617 return dst; 2406 return dst;
2618} 2407}
2619 2408
2620/* return true if the object was destroyed, 0 otherwise */
2621int
2622was_destroyed (const object *op, tag_t old_tag)
2623{
2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625 * robust */
2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627}
2628
2629/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2630
2631/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2632
2633/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2635/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2636
2637/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2640
2641object * 2415object *
2642load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2643{ 2417{
2644 object * 2418 object *op;
2645 op;
2646 char
2647 filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2648 2420
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650 2422
2651 FILE *
2652 tempfile = fopen (filename, "w"); 2423 FILE *tempfile = fopen (filename, "w");
2653 2424
2654 if (tempfile == NULL) 2425 if (tempfile == NULL)
2655 { 2426 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL; 2428 return NULL;
2658 }; 2429 }
2430
2659 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2660 fclose (tempfile); 2432 fclose (tempfile);
2661 2433
2662 op = get_object (); 2434 op = object::create ();
2663 2435
2664 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2665 2437
2666 if (thawer) 2438 if (thawer)
2667 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2677 * returns NULL if no match. 2449 * returns NULL if no match.
2678 */ 2450 */
2679object * 2451object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2453{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2456 return tmp;
2688 2457
2689 return NULL; 2458 return 0;
2690} 2459}
2691 2460
2692/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2462 * otherwise return NULL.
2694 * 2463 *
2696 * do the desired thing. 2465 * do the desired thing.
2697 */ 2466 */
2698key_value * 2467key_value *
2699get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2700{ 2469{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2471 if (link->key == key)
2707 {
2708 return link; 2472 return link;
2709 }
2710 }
2711 2473
2712 return NULL; 2474 return 0;
2713} 2475}
2714 2476
2715/* 2477/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2479 *
2720 * The returned string is shared. 2482 * The returned string is shared.
2721 */ 2483 */
2722const char * 2484const char *
2723get_ob_key_value (const object *op, const char *const key) 2485get_ob_key_value (const object *op, const char *const key)
2724{ 2486{
2725 key_value * 2487 key_value *link;
2726 link; 2488 shstr_cmp canonical_key (key);
2727 const char *
2728 canonical_key;
2729 2489
2730 canonical_key = shstr::find (key);
2731
2732 if (canonical_key == NULL) 2490 if (!canonical_key)
2733 { 2491 {
2734 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2735 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2736 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2737 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2738 */ 2496 */
2739 return NULL; 2497 return 0;
2740 } 2498 }
2741 2499
2742 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2744 */ 2502 */
2745 for (link = op->key_values; link != NULL; link = link->next) 2503 for (link = op->key_values; link; link = link->next)
2746 {
2747 if (link->key == canonical_key) 2504 if (link->key == canonical_key)
2748 {
2749 return link->value; 2505 return link->value;
2750 } 2506
2751 }
2752 return NULL; 2507 return 0;
2753} 2508}
2754 2509
2755 2510
2756/* 2511/*
2757 * Updates the canonical_key in op to value. 2512 * Updates the canonical_key in op to value.
2764 * Returns TRUE on success. 2519 * Returns TRUE on success.
2765 */ 2520 */
2766int 2521int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{ 2523{
2769 key_value *
2770 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2771 2525
2772 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2773 { 2527 {
2774 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2775 { 2529 {
2803 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2804 2558
2805 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2806 2560
2807 if (!add_key) 2561 if (!add_key)
2808 {
2809 return FALSE; 2562 return FALSE;
2810 } 2563
2811 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2815 * should pass in "" 2568 * should pass in ""
2864 } 2617 }
2865 else 2618 else
2866 item = item->env; 2619 item = item->env;
2867} 2620}
2868 2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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