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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 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
17 17
18 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23*/
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */
39object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
40 43
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, 44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 46};
50int freedir[SIZEOFFREE] = { 53int 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, 54 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 56};
54 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
134
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 136static int
57compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
58{ 138{
59 key_value *wants_field; 139 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
64 */ 144 */
65 145
66 /* For each field in wants, */ 146 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 148 {
69 key_value *has_field; 149 key_value *has_field;
70 150
71 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
106 * 186 *
107 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
110 * 190 *
111 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
112 * 192 *
113 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
114 * check weight 194 * check weight
115 */ 195 */
116
117bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 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 227 || 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) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || 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)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 251 return 0;
177 252
178 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 254 * check all objects in the inventory.
180 */ 255 */
183 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 260 return 0;
186 261
187 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 264 return 0;
190 265
191 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 267 * if it is valid.
193 */ 268 */
202 277
203 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
205 * check? 280 * check?
206 */ 281 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 283 return 0;
209 284
210 switch (ob1->type) 285 switch (ob1->type)
211 { 286 {
212 case SCROLL: 287 case SCROLL:
254 { 329 {
255 if (inv->inv) 330 if (inv->inv)
256 sum_weight (inv); 331 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 333 }
334
259 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
261 if (op->carrying != sum) 338 if (op->carrying != sum)
262 op->carrying = sum; 339 op->carrying = sum;
340
263 return sum; 341 return sum;
264} 342}
265 343
266/** 344/**
267 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
274 op = op->env; 352 op = op->env;
275 return op; 353 return op;
276} 354}
277 355
278/* 356/*
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. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 358 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
297 */ 360 */
298 361
299void 362char *
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) 363dump_object (object *op)
355{ 364{
356 if (op == NULL) 365 if (!op)
357 { 366 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 367
365void 368 object_freezer freezer;
366dump_all_objects (void) 369 save_object (freezer, op, 1);
367{ 370 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} 371}
376 372
377/* 373/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
399 */ 395 */
400 396
401object * 397object *
402find_object (tag_t i) 398find_object (tag_t i)
403{ 399{
404 object *op; 400 for (object *op = object::first; op; op = op->next)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
416 */ 411 */
417 412
418object * 413object *
419find_object_name (const char *str) 414find_object_name (const char *str)
420{ 415{
421 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
423 418
424 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
425 if (&op->name == name) 420 if (op->name == str_)
426 break; 421 break;
427 422
428 return op; 423 return op;
429} 424}
430 425
431void 426void
432free_all_object_data () 427free_all_object_data ()
433{ 428{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 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} 430}
457 431
458/* 432/*
459 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
460 * skill and experience objects. 434 * skill and experience objects.
493 } 467 }
494 468
495 op->key_values = 0; 469 op->key_values = 0;
496} 470}
497 471
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/* 472/*
551 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
554 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
555 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
556 * will point at garbage. 478 * will point at garbage.
557 */ 479 */
558void 480void
559copy_object (object *op2, object *op) 481object::copy_to (object *dst)
560{ 482{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
563 485
564 op2->clone (op); 486 *(object_copy *)dst = *this;
565 487
566 if (is_freed) 488 if (is_freed)
567 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
568 if (is_removed) 491 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
570 493
571 if (op2->speed < 0) 494 if (speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
573 496
574 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
575 if (op2->key_values) 498 if (key_values)
576 { 499 {
577 key_value *tail = 0; 500 key_value *tail = 0;
578 key_value *i; 501 key_value *i;
579 502
580 op->key_values = 0; 503 dst->key_values = 0;
581 504
582 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
583 { 506 {
584 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
585 508
586 new_link->next = 0; 509 new_link->next = 0;
587 new_link->key = i->key; 510 new_link->key = i->key;
588 new_link->value = i->value; 511 new_link->value = i->value;
589 512
590 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
591 if (!op->key_values) 514 if (!dst->key_values)
592 { 515 {
593 op->key_values = new_link; 516 dst->key_values = new_link;
594 tail = new_link; 517 tail = new_link;
595 } 518 }
596 else 519 else
597 { 520 {
598 tail->next = new_link; 521 tail->next = new_link;
599 tail = new_link; 522 tail = new_link;
600 } 523 }
601 } 524 }
602 } 525 }
603 526
604 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
605} 536}
606 537
607/* 538/*
608 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
609 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
610 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
611 */ 542 */
612
613void 543void
614update_turn_face (object *op) 544update_turn_face (object *op)
615{ 545{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 547 return;
548
618 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
620} 551}
621 552
622/* 553/*
623 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
624 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
625 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
626 */ 557 */
627void 558void
628update_ob_speed (object *op) 559object::set_speed (float speed)
629{ 560{
630 extern int arch_init; 561 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 { 562 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 564 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 565 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 566
655 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 568
659 if (op->active_next != NULL) 569 if (has_active_speed ())
660 op->active_next->active_prev = op; 570 activate ();
661
662 active_objects = op;
663 }
664 else 571 else
665 { 572 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} 573}
689 574
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/* 575/*
722 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...) 579 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
727 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
729 * 583 *
730 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
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: 585 * current action are:
736 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
738 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
739 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
740 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
741 */ 591 */
742
743void 592void
744update_object (object *op, int action) 593update_object (object *op, int action)
745{ 594{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
748 596
749 if (op == NULL) 597 if (op == NULL)
750 { 598 {
751 /* this should never happen */ 599 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 601 return;
754 } 602 }
755 603
756 if (op->env != NULL) 604 if (op->env)
757 { 605 {
758 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
759 * to do in this case. 607 * to do in this case.
760 */ 608 */
761 return; 609 return;
766 */ 614 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 616 return;
769 617
770 /* make sure the object is within map boundaries */ 618 /* 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)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 620 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 622#ifdef MANY_CORES
775 abort (); 623 abort ();
776#endif 624#endif
777 return; 625 return;
778 } 626 }
779 627
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 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);
786 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
787 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
788 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 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)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (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) 641 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 643 || (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 644 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 645 * to have move_allow right now.
812 */ 646 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 649 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 650 }
819 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 653 * that is being removed.
822 */ 654 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 656 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
827 else 659 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 661
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) 662 if (op->more)
837 update_object (op->more, action); 663 update_object (op->more, action);
838} 664}
839 665
840static unordered_vector<object *> mortals; 666object *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}
858 667
859object::object () 668object::object ()
860{ 669{
861 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
862 671
863 expmul = 1.0; 672 expmul = 1.0;
864 face = blank_face; 673 face = blank_face;
865 attacked_by_count = -1;
866} 674}
867 675
868object::~object () 676object::~object ()
869{ 677{
870 free_key_values (this); 678 free_key_values (this);
871} 679}
872 680
873void object::link () 681void object::link ()
874{ 682{
875 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
876 685
877 prev = 0; 686 prev = 0;
878 next = objects; 687 next = object::first;
879 688
880 if (objects) 689 if (object::first)
881 objects->prev = this; 690 object::first->prev = this;
882 691
883 objects = this; 692 object::first = this;
884} 693}
885 694
886void object::unlink () 695void object::unlink ()
887{ 696{
888 count = 0; 697 if (this == object::first)
698 object::first = next;
889 699
890 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
894 prev = 0; 704 prev = 0;
895 }
896
897 if (next)
898 {
899 next->prev = prev;
900 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
901 } 722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
902 726
903 if (this == objects) 727 if (active_next)
904 objects = next; 728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
905} 840}
906 841
907object *object::create () 842object *object::create ()
908{ 843{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 844 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 (); 845 op->link ();
923 return op; 846 return op;
924} 847}
925 848
926/* 849void
927 * free_object() frees everything allocated by an object, removes 850object::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{ 851{
938 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
939 return; 862 return;
940 863
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
942 remove_friendly_object (this);
943 865
944 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
945 remove_ob (this);
946 867
947 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
948 895
949 if (more) 896 if (more)
950 { 897 {
951 more->free (free_inventory); 898 more->destroy ();
952 more = 0; 899 more = 0;
953 } 900 }
954 901
955 if (inv) 902 // 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; 903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
998 906
999 /* Remove object from the active list */ 907 // only relevant for players(?), but make sure of it anyways
1000 speed = 0; 908 contr = 0;
1001 update_ob_speed (this); 909}
1002 910
1003 unlink (); 911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
915 return;
1004 916
1005 mortals.push_back (this); 917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1006} 921}
1007 922
1008/* 923/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1011 */ 926 */
1012
1013void 927void
1014sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1015{ 929{
1016 while (op != NULL) 930 while (op != NULL)
1017 { 931 {
1018 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 } 934
1022 op->carrying -= weight; 935 op->carrying -= weight;
1023 op = op->env; 936 op = op->env;
1024 } 937 }
1025} 938}
1026 939
1027/* remove_ob(op): 940/* op->remove ():
1028 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 945 * the previous environment.
1033 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1034 */ 947 */
1035
1036void 948void
1037remove_ob (object *op) 949object::remove ()
1038{ 950{
951 object *tmp, *last = 0;
1039 object * 952 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 953
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)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1057 return; 955 return;
1058 956
1059 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1060 959
1061 if (op->more != NULL) 960 if (more)
1062 remove_ob (op->more); 961 more->remove ();
1063 962
1064 /* 963 /*
1065 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1066 * inventory. 965 * inventory.
1067 */ 966 */
1068 if (op->env != NULL) 967 if (env)
1069 { 968 {
1070 if (op->nrof) 969 if (nrof)
1071 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1072 else 971 else
1073 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1074 973
1075 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 976 * to save cpu time.
1078 */ 977 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 979 otmp->update_stats ();
1081 980
1082 if (op->above != NULL) 981 if (above)
1083 op->above->below = op->below; 982 above->below = below;
1084 else 983 else
1085 op->env->inv = op->below; 984 env->inv = below;
1086 985
1087 if (op->below != NULL) 986 if (below)
1088 op->below->above = op->above; 987 below->above = above;
1089 988
1090 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1093 */ 992 */
1094 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1095 op->map = op->env->map; 994 map = env->map;
1096 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1097 op->env = NULL; 996 env = 0;
1098 } 997 }
1099 else if (op->map) 998 else if (map)
1100 { 999 {
1101 x = op->x; 1000 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 } 1001 {
1115 1002 --map->players;
1116 if (op->map != m) 1003 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 */ 1004 }
1005
1006 map->dirty = true;
1123 1007
1124 /* link the object above us */ 1008 /* link the object above us */
1125 if (op->above) 1009 if (above)
1126 op->above->below = op->below; 1010 above->below = below;
1127 else 1011 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1129 1013
1130 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1131 if (op->below) 1015 if (below)
1132 op->below->above = op->above; 1016 below->above = above;
1133 else 1017 else
1134 { 1018 {
1135 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1136 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1137 * evident 1021 * evident
1138 */ 1022 */
1139 if (GET_MAP_OB (m, x, y) != op) 1023 if (GET_MAP_OB (map, x, y) != this)
1140 { 1024 {
1141 dump_object (op); 1025 char *dump = dump_object (this);
1142 LOG (llevError, 1026 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); 1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1028 free (dump);
1144 dump_object (GET_MAP_OB (m, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1145 LOG (llevError, "%s\n", errmsg); 1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1146 } 1032 }
1147 1033
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1149 } 1035 }
1150 1036
1151 op->above = 0; 1037 above = 0;
1152 op->below = 0; 1038 below = 0;
1153 1039
1154 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1155 return; 1041 return;
1156 1042
1157 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 1044
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1161 { 1046 {
1162 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1163 * being removed. 1048 * being removed.
1164 */ 1049 */
1165 1050
1166 if (tmp->type == PLAYER && tmp != op) 1051 if (tmp->type == PLAYER && tmp != this)
1167 { 1052 {
1168 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1170 * appropriately. 1055 * appropriately.
1171 */ 1056 */
1172 if (tmp->container == op) 1057 if (tmp->container == this)
1173 { 1058 {
1174 CLEAR_FLAG (op, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1175 tmp->container = NULL; 1060 tmp->container = 0;
1176 } 1061 }
1177 1062
1178 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1179 } 1065 }
1180 1066
1181 /* See if player moving off should effect something */ 1067 /* 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)) 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 { 1071 {
1184 move_apply (tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1185 1073
1186 if (was_destroyed (op, tag)) 1074 if (destroyed ())
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1189 }
1190 } 1076 }
1191 1077
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1194 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1195 tmp->above = NULL; 1081 tmp->above = 0;
1196 1082
1197 last = tmp; 1083 last = tmp;
1198 } 1084 }
1199 1085
1200 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1088 if (!last)
1202 { 1089 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 1090 else
1212 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1213 1092
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1216 } 1095 }
1217} 1096}
1218 1097
1219/* 1098/*
1220 * merge_ob(op,top): 1099 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1102 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1105 */
1227
1228object * 1106object *
1229merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1230{ 1108{
1231 if (!op->nrof) 1109 if (!op->nrof)
1232 return 0; 1110 return 0;
1233 1111
1234 if (top == NULL) 1112 if (top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1236 1115
1237 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1238 { 1117 {
1239 if (top == op) 1118 if (top == op)
1240 continue; 1119 continue;
1241 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1242 { 1122 {
1243 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1244 1124
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1247 remove_ob (op); 1127 op->destroy ();
1248 free_object (op);
1249 return top; 1128 return top;
1250 } 1129 }
1251 } 1130 }
1252 1131
1253 return NULL; 1132 return 0;
1254} 1133}
1255 1134
1256/* 1135/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1258 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1259 */ 1138 */
1260object * 1139object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1141{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1143 {
1270 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1271 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1272 } 1146 }
1273 1147
1292 * Return value: 1166 * Return value:
1293 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1169 * just 'op' otherwise
1296 */ 1170 */
1297
1298object * 1171object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1173{
1301 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1302 sint16 x, y; 1175 sint16 x, y;
1303 1176
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1305 { 1178 {
1306 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL; 1180 return NULL;
1308 } 1181 }
1309 1182
1310 if (m == NULL) 1183 if (!m)
1311 { 1184 {
1312 dump_object (op); 1185 char *dump = dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1314 return op; 1188 return op;
1315 } 1189 }
1316 1190
1317 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1318 { 1192 {
1319 dump_object (op); 1193 char *dump = dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1321#ifdef MANY_CORES 1195#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted. 1198 * improperly inserted.
1325 */ 1199 */
1326 abort (); 1200 abort ();
1327#endif 1201#endif
1202 free (dump);
1328 return op; 1203 return op;
1329 } 1204 }
1330 1205
1331 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 { 1207 {
1333 dump_object (op); 1208 char *dump = dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1335 return op; 1211 return op;
1336 } 1212 }
1337 1213
1338 if (op->more != NULL) 1214 if (op->more)
1339 { 1215 {
1340 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1341 1217
1342 object *more = op->more; 1218 object *more = op->more;
1343 1219
1344 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1345 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1348 */ 1224 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map) 1227 else if (!more->map)
1352 { 1228 {
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 { 1236 {
1361 if (!op->head) 1237 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363 1239
1364 return NULL; 1240 return 0;
1365 } 1241 }
1366 } 1242 }
1367 1243
1368 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1245
1376 y = op->y; 1252 y = op->y;
1377 1253
1378 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1379 */ 1255 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1383 { 1259 {
1384 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1261 tmp->destroy ();
1386 free_object (tmp);
1387 } 1262 }
1388 1263
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1266
1404 op->below = originator->below; 1279 op->below = originator->below;
1405 1280
1406 if (op->below) 1281 if (op->below)
1407 op->below->above = op; 1282 op->below->above = op;
1408 else 1283 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1410 1285
1411 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1412 originator->below = op; 1287 originator->below = op;
1413 } 1288 }
1414 else 1289 else
1415 { 1290 {
1416 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418 { 1293 {
1419 object *last = NULL; 1294 object *last = 0;
1420 1295
1421 /* 1296 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1428 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1432 */ 1307 */
1433
1434 while (top != NULL) 1308 while (top)
1435 { 1309 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1311 floor = top;
1438 1312
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1460 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1336 * stacking is a bit odd.
1463 */ 1337 */
1464 if (!(flag & INS_ON_TOP) && 1338 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)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466 { 1340 {
1467 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1343 break;
1470 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493 1367
1494 if (op->above) 1368 if (op->above)
1495 op->above->below = op; 1369 op->above->below = op;
1496 1370
1497 op->below = NULL; 1371 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1499 } 1373 }
1500 else 1374 else
1501 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1502 op->above = top->above; 1376 op->above = top->above;
1503 1377
1506 1380
1507 op->below = top; 1381 op->below = top;
1508 top->above = op; 1382 top->above = op;
1509 } 1383 }
1510 1384
1511 if (op->above == NULL) 1385 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1514 1388
1515 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1516 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1517 1397
1518 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1519 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1520 */ 1400 */
1521 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1523 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1524 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1525 1405
1526 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1413 * of effect may be sufficient.
1534 */ 1414 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1537 1417
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1540 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1541 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1543 * 1425 *
1544 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1429 * update_object().
1549 1431
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1552 { 1434 {
1553 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1554 return NULL; 1436 return 0;
1555 1437
1556 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1439 * walk on's.
1558 */ 1440 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1561 return NULL; 1443 return 0;
1562 } 1444 }
1563 1445
1564 return op; 1446 return op;
1565} 1447}
1566 1448
1567/* this function inserts an object in the map, but if it 1449/* 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. 1450 * 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. 1451 * op is the object to insert it under: supplies x and the map.
1570 */ 1452 */
1571void 1453void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1455{
1574 object * 1456 object *tmp, *tmp1;
1575 tmp;
1576 object *
1577 tmp1;
1578 1457
1579 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1580 1459
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584 { 1462 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1463
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1591 1465
1592 tmp1->x = op->x; 1466 tmp1->x = op->x;
1593 tmp1->y = op->y; 1467 tmp1->y = op->y;
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1595} 1475}
1596 1476
1597/* 1477/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array. 1482 * global static errmsg array.
1603 */ 1483 */
1604
1605object * 1484object *
1606get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1607{ 1486{
1608 object * 1487 object *newob;
1609 newob;
1610 int
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612 1489
1613 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1614 { 1491 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL; 1493 return NULL;
1617 } 1494 }
1618 1495
1619 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1620 1497
1621 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1622 { 1499 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) 1500 else if (!is_removed)
1628 { 1501 {
1629 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1651 1524
1652object * 1525object *
1653decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1654{ 1527{
1655 object *tmp; 1528 object *tmp;
1656 player *pl;
1657 1529
1658 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1659 return op; 1531 return op;
1660 1532
1661 if (i > op->nrof) 1533 if (i > op->nrof)
1662 i = op->nrof; 1534 i = op->nrof;
1663 1535
1664 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i; 1537 op->nrof -= i;
1666 else if (op->env != NULL) 1538 else if (op->env)
1667 { 1539 {
1668 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1669 * therein? 1541 * therein?
1670 */ 1542 */
1671 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1672 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player. 1548 * and then searching the map for a player.
1677 */ 1549 */
1678 if (!tmp) 1550 if (!tmp)
1679 { 1551 for_all_players (pl)
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1682 break; 1555 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 } 1556 }
1688 1557
1689 if (i < op->nrof) 1558 if (i < op->nrof)
1690 { 1559 {
1691 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i; 1561 op->nrof -= i;
1693 if (tmp) 1562 if (tmp)
1694 {
1695 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1696 }
1697 } 1564 }
1698 else 1565 else
1699 { 1566 {
1700 remove_ob (op); 1567 op->remove ();
1701 op->nrof = 0; 1568 op->nrof = 0;
1702 if (tmp) 1569 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1705 }
1706 } 1571 }
1707 } 1572 }
1708 else 1573 else
1709 { 1574 {
1710 object *above = op->above; 1575 object *above = op->above;
1711 1576
1712 if (i < op->nrof) 1577 if (i < op->nrof)
1713 op->nrof -= i; 1578 op->nrof -= i;
1714 else 1579 else
1715 { 1580 {
1716 remove_ob (op); 1581 op->remove ();
1717 op->nrof = 0; 1582 op->nrof = 0;
1718 } 1583 }
1719 1584
1720 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1722 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1723 { 1588 {
1724 if (op->nrof) 1589 if (op->nrof)
1725 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1726 else 1591 else
1730 1595
1731 if (op->nrof) 1596 if (op->nrof)
1732 return op; 1597 return op;
1733 else 1598 else
1734 { 1599 {
1735 free_object (op); 1600 op->destroy ();
1736 return NULL; 1601 return 0;
1737 } 1602 }
1738} 1603}
1739 1604
1740/* 1605/*
1741 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1753 op->carrying += weight; 1618 op->carrying += weight;
1754 op = op->env; 1619 op = op->env;
1755 } 1620 }
1756} 1621}
1757 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1758/* 1643/*
1759 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1760 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1761 * inside the object environment. 1646 * inside the object environment.
1762 * 1647 *
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 1648 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1770 */ 1650 */
1771 1651
1772object * 1652object *
1773insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1774{ 1654{
1775 object * 1655 object *tmp, *otmp;
1776 tmp, *
1777 otmp;
1778 1656
1779 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 { 1658 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 1659
1799 if (op->more) 1660 if (op->more)
1800 { 1661 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1663 return op;
1804 1665
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1807 if (op->nrof) 1668 if (op->nrof)
1808 { 1669 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1811 { 1672 {
1812 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1674 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1816 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1817 */ 1678 */
1818 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1819 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1820 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1821 op = tmp; 1682 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1823 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break; 1685 break;
1825 } 1686 }
1826 1687
1827 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1828 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract 1690 * (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 1691 * the weight, so we need to add it in again, since we actually do
1831 * the linking below 1692 * the linking below
1832 */ 1693 */
1833 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1834 } 1695 }
1835 else 1696 else
1836 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1837 1698
1838 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1839 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp); 1702 otmp->update_stats ();
1843 }
1844 1703
1845 op->map = NULL; 1704 op->map = 0;
1846 op->env = where; 1705 op->env = this;
1847 op->above = NULL; 1706 op->above = 0;
1848 op->below = NULL; 1707 op->below = 0;
1849 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1850 1709
1851 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1853 { 1712 {
1854#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1858 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1859 } 1718 }
1860 1719
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1862 * It sure simplifies this function... 1721 * It sure simplifies this function...
1863 */ 1722 */
1864 if (where->inv == NULL) 1723 if (!inv)
1865 where->inv = op; 1724 inv = op;
1866 else 1725 else
1867 { 1726 {
1868 op->below = where->inv; 1727 op->below = inv;
1869 op->below->above = op; 1728 op->below->above = op;
1870 where->inv = op; 1729 inv = op;
1871 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1872 return op; 1734 return op;
1873} 1735}
1874 1736
1875/* 1737/*
1876 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1890 * 1752 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1755 * on top.
1894 */ 1756 */
1895
1896int 1757int
1897check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1898{ 1759{
1899 object * 1760 object *tmp;
1900 tmp; 1761 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1907 1763
1908 MoveType 1764 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1765
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1767 return 0;
1915
1916 tag = op->count;
1917 1768
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1772
1937 1788
1938 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1940 */ 1791 */
1941 1792
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1943 { 1794 {
1944 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1797 * we don't need to check all of them.
1947 */ 1798 */
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 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)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1835 {
1985 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
1986 1837
1987 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1988 return 1; 1839 return 1;
1989 1840
1990 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2002/* 1853/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2006 */ 1857 */
2007
2008object * 1858object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1860{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2015 { 1862 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1864 return NULL;
2018 } 1865 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2020 if (tmp->arch == at) 1868 if (tmp->arch == at)
2021 return tmp; 1869 return tmp;
1870
2022 return NULL; 1871 return NULL;
2023} 1872}
2024 1873
2025/* 1874/*
2026 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2029 */ 1878 */
2030
2031object * 1879object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2033{ 1881{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2038 { 1883 {
2039 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1885 return NULL;
2041 } 1886 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1889 if (tmp->type == type)
2044 return tmp; 1890 return tmp;
1891
2045 return NULL; 1892 return NULL;
2046} 1893}
2047 1894
2048/* 1895/*
2049 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2052 */ 1899 */
2053
2054object * 1900object *
2055present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2056{ 1902{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1904 if (tmp->type == type)
2062 return tmp; 1905 return tmp;
1906
2063 return NULL; 1907 return NULL;
2064} 1908}
2065 1909
2066/* 1910/*
2067 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1922 * to be unique.
2079 */ 1923 */
2080
2081object * 1924object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1926{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1929 return tmp;
2091 } 1930
2092 return NULL; 1931 return 0;
2093} 1932}
2094 1933
2095/* 1934/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2099 */ 1938 */
2100
2101object * 1939object *
2102present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2103{ 1941{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1943 if (tmp->arch == at)
2109 return tmp; 1944 return tmp;
1945
2110 return NULL; 1946 return NULL;
2111} 1947}
2112 1948
2113/* 1949/*
2114 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2115 */ 1951 */
2116void 1952void
2117flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2118{ 1954{
2119 object *
2120 tmp;
2121
2122 if (op->inv) 1955 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 { 1957 {
2125 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2127 } 1960 }
2128} /* 1961}
1962
1963/*
2129 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2130 */ 1965 */
2131void 1966void
2132unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2133{ 1968{
2134 object *
2135 tmp;
2136
2137 if (op->inv) 1969 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 { 1971 {
2140 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2142 } 1974 }
2143} 1975}
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2150 */ 1982 */
2151
2152void 1983void
2153set_cheat (object *op) 1984set_cheat (object *op)
2154{ 1985{
2155 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 2009 * customized, changed states, etc.
2179 */ 2010 */
2180
2181int 2011int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 2013{
2184 int
2185 i,
2186 index = 0, flag; 2014 int index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2189 2016
2190 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2191 { 2018 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2193 if (!flag) 2020 if (!flag)
2194 altern[index++] = i; 2021 altern [index++] = i;
2195 2022
2196 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2203 */ 2030 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2205 stop = maxfree[i]; 2032 stop = maxfree[i];
2206 } 2033 }
2034
2207 if (!index) 2035 if (!index)
2208 return -1; 2036 return -1;
2037
2209 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2210} 2039}
2211 2040
2212/* 2041/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2046 */
2218
2219int 2047int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2049{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2052 return i;
2229 } 2053
2230 return -1; 2054 return -1;
2231} 2055}
2232 2056
2233/* 2057/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2061 */
2237static void 2062static void
2238permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2239{ 2064{
2240 int 2065 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2066 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2067
2251 tmp = arr[i]; 2068 while (--end)
2252 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2070}
2256 2071
2257/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2073 * 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 2074 * 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. 2077 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2078 */
2264void 2079void
2265get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2266{ 2081{
2267 int 2082 int i;
2268 i;
2269 2083
2270 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2085 search_arr[i] = i;
2273 }
2274 2086
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2090}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * 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 2100 * 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 2101 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2102 * there is capable of.
2291 */ 2103 */
2292
2293int 2104int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2106{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2299 2108
2300 sint16 nx, ny; 2109 sint16 nx, ny;
2301 object * 2110 object *tmp;
2302 tmp; 2111 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2112
2306 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2307 2114
2308 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2309 { 2116 {
2321 mp = m; 2128 mp = m;
2322 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2324 2131
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2326 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2135 max = maxfree[i];
2329 }
2330 else 2136 else
2331 { 2137 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2333 2141
2334 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2143 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2339 { 2145 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2147 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))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break; 2149 break;
2345 } 2150
2346 }
2347 if (tmp) 2151 if (tmp)
2348 {
2349 return freedir[i]; 2152 return freedir[i];
2350 }
2351 } 2153 }
2352 } 2154 }
2353 } 2155 }
2156
2354 return 0; 2157 return 0;
2355} 2158}
2356 2159
2357/* 2160/*
2358 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2162 * distance between the two given objects.
2360 */ 2163 */
2361
2362int 2164int
2363distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2364{ 2166{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2168}
2371 2169
2372/* 2170/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2376 */ 2174 */
2377
2378int 2175int
2379find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2380{ 2177{
2381 int 2178 int q;
2382 q;
2383 2179
2384 if (y) 2180 if (y)
2385 q = x * 100 / y; 2181 q = x * 100 / y;
2386 else if (x) 2182 else if (x)
2387 q = -300 * x; 2183 q = -300 * x;
2422int 2218int
2423absdir (int d) 2219absdir (int d)
2424{ 2220{
2425 while (d < 1) 2221 while (d < 1)
2426 d += 8; 2222 d += 8;
2223
2427 while (d > 8) 2224 while (d > 8)
2428 d -= 8; 2225 d -= 8;
2226
2429 return d; 2227 return d;
2430} 2228}
2431 2229
2432/* 2230/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 */ 2233 */
2436 2234
2437int 2235int
2438dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2439{ 2237{
2440 int 2238 int d;
2441 d;
2442 2239
2443 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2444 if (d > 4) 2241 if (d > 4)
2445 d = 8 - d; 2242 d = 8 - d;
2243
2446 return d; 2244 return d;
2447} 2245}
2448 2246
2449/* peterm: 2247/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2254 * functions.
2457 */ 2255 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2311 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2517 */ 2313 */
2518
2519
2520int 2314int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2316{
2523 sint16 dx, dy; 2317 sint16 dx, dy;
2524 int
2525 mflags; 2318 int mflags;
2526 2319
2527 if (dir < 0) 2320 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2529 2322
2530 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2543 return 0; 2336 return 0;
2544 2337
2545 /* yes, can see. */ 2338 /* yes, can see. */
2546 if (dir < 9) 2339 if (dir < 9)
2547 return 1; 2340 return 1;
2341
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 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]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2345}
2551
2552
2553 2346
2554/* 2347/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (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)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2364}
2572 2365
2573
2574/* 2366/*
2575 * create clone from object to another 2367 * create clone from object to another
2576 */ 2368 */
2577object * 2369object *
2578object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2579{ 2371{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2582 2373
2583 if (!asrc) 2374 if (!asrc)
2584 return NULL; 2375 return 0;
2376
2585 src = asrc; 2377 src = asrc;
2586 if (src->head) 2378 if (src->head)
2587 src = src->head; 2379 src = src->head;
2588 2380
2589 prev = NULL; 2381 prev = 0;
2590 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2591 { 2383 {
2592 tmp = get_object (); 2384 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2385 tmp->x -= src->x;
2595 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2596 if (!part->head) 2388 if (!part->head)
2597 { 2389 {
2598 dst = tmp; 2390 dst = tmp;
2599 tmp->head = NULL; 2391 tmp->head = 0;
2600 } 2392 }
2601 else 2393 else
2602 {
2603 tmp->head = dst; 2394 tmp->head = dst;
2604 } 2395
2605 tmp->more = NULL; 2396 tmp->more = 0;
2397
2606 if (prev) 2398 if (prev)
2607 prev->more = tmp; 2399 prev->more = tmp;
2400
2608 prev = tmp; 2401 prev = tmp;
2609 } 2402 }
2610 2403
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2406
2617 return dst; 2407 return dst;
2618} 2408}
2619 2409
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. */ 2410/* 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 */ 2411/* 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, */ 2412/* 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. */ 2413/* 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. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2640
2641object * 2416object *
2642load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2643{ 2418{
2644 object * 2419 object *op;
2645 op;
2646 char
2647 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2648 2421
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650 2423
2651 FILE *
2652 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2653 2425
2654 if (tempfile == NULL) 2426 if (tempfile == NULL)
2655 { 2427 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL; 2429 return NULL;
2658 }; 2430 }
2431
2659 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2660 fclose (tempfile); 2433 fclose (tempfile);
2661 2434
2662 op = get_object (); 2435 op = object::create ();
2663 2436
2664 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2665 2438
2666 if (thawer) 2439 if (thawer)
2667 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2677 * returns NULL if no match. 2450 * returns NULL if no match.
2678 */ 2451 */
2679object * 2452object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2454{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2457 return tmp;
2688 2458
2689 return NULL; 2459 return 0;
2690} 2460}
2691 2461
2692/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2463 * otherwise return NULL.
2694 * 2464 *
2696 * do the desired thing. 2466 * do the desired thing.
2697 */ 2467 */
2698key_value * 2468key_value *
2699get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2700{ 2470{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2472 if (link->key == key)
2707 {
2708 return link; 2473 return link;
2709 }
2710 }
2711 2474
2712 return NULL; 2475 return 0;
2713} 2476}
2714 2477
2715/* 2478/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2480 *
2720 * The returned string is shared. 2483 * The returned string is shared.
2721 */ 2484 */
2722const char * 2485const char *
2723get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2724{ 2487{
2725 key_value * 2488 key_value *link;
2726 link; 2489 shstr_cmp canonical_key (key);
2727 const char *
2728 canonical_key;
2729 2490
2730 canonical_key = shstr::find (key);
2731
2732 if (canonical_key == NULL) 2491 if (!canonical_key)
2733 { 2492 {
2734 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2735 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2736 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2737 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2738 */ 2497 */
2739 return NULL; 2498 return 0;
2740 } 2499 }
2741 2500
2742 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2744 */ 2503 */
2745 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2746 {
2747 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2748 {
2749 return link->value; 2506 return link->value;
2750 } 2507
2751 }
2752 return NULL; 2508 return 0;
2753} 2509}
2754 2510
2755 2511
2756/* 2512/*
2757 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2764 * Returns TRUE on success. 2520 * Returns TRUE on success.
2765 */ 2521 */
2766int 2522int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{ 2524{
2769 key_value *
2770 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2771 2526
2772 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2773 { 2528 {
2774 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2775 { 2530 {
2803 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2804 2559
2805 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2806 2561
2807 if (!add_key) 2562 if (!add_key)
2808 {
2809 return FALSE; 2563 return FALSE;
2810 } 2564
2811 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2815 * should pass in "" 2569 * should pass in ""
2864 } 2618 }
2865 else 2619 else
2866 item = item->env; 2620 item = item->env;
2867} 2621}
2868 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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