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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 1.110 by root, Sun Jan 7 23:12:03 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 */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
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, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50int freedir[SIZEOFFREE] = { 54int 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, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 57};
54 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 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 228 || 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) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
254 { 330 {
255 if (inv->inv) 331 if (inv->inv)
256 sum_weight (inv); 332 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 334 }
335
259 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
261 if (op->carrying != sum) 339 if (op->carrying != sum)
262 op->carrying = sum; 340 op->carrying = sum;
341
263 return sum; 342 return sum;
264} 343}
265 344
266/** 345/**
267 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
274 op = op->env; 353 op = op->env;
275 return op; 354 return op;
276} 355}
277 356
278/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 359 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
297 */ 361 */
298 362
299void 363char *
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) 364dump_object (object *op)
355{ 365{
356 if (op == NULL) 366 if (!op)
357 { 367 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 368
365void 369 object_freezer freezer;
366dump_all_objects (void) 370 save_object (freezer, op, 1);
367{ 371 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} 372}
376 373
377/* 374/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
395} 392}
396 393
397/* 394/*
398 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
399 */ 396 */
400
401object * 397object *
402find_object (tag_t i) 398find_object (tag_t i)
403{ 399{
404 object *op; 400 return ((unsigned int)i) < objects.size ()
405 401 ? objects [i]
406 for (op = objects; op != NULL; op = op->next) 402 : 0;
407 if (op->count == i)
408 break;
409 return op;
410} 403}
411 404
412/* 405/*
413 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
416 */ 409 */
417
418object * 410object *
419find_object_name (const char *str) 411find_object_name (const char *str)
420{ 412{
421 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
422 object *op; 414 object *op;
423 415
424 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
425 if (&op->name == name) 417 if (op->name == str_)
426 break; 418 break;
427 419
428 return op; 420 return op;
429} 421}
430 422
431void 423void
432free_all_object_data () 424free_all_object_data ()
433{ 425{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 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} 427}
457 428
458/* 429/*
459 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
460 * skill and experience objects. 431 * skill and experience objects.
493 } 464 }
494 465
495 op->key_values = 0; 466 op->key_values = 0;
496} 467}
497 468
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/* 469/*
551 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
554 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
556 * will point at garbage. 475 * will point at garbage.
557 */ 476 */
558void 477void
559copy_object (object *op2, object *op) 478object::copy_to (object *dst)
560{ 479{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
563 482
564 op2->clone (op); 483 *(object_copy *)dst = *this;
565 484
566 if (is_freed) 485 if (is_freed)
567 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
568 if (is_removed) 488 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
570 490
571 if (op2->speed < 0) 491 if (speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
573 493
574 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
575 if (op2->key_values) 495 if (key_values)
576 { 496 {
577 key_value *tail = 0; 497 key_value *tail = 0;
578 key_value *i; 498 key_value *i;
579 499
580 op->key_values = 0; 500 dst->key_values = 0;
581 501
582 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
583 { 503 {
584 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
585 505
586 new_link->next = 0; 506 new_link->next = 0;
587 new_link->key = i->key; 507 new_link->key = i->key;
588 new_link->value = i->value; 508 new_link->value = i->value;
589 509
590 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
591 if (!op->key_values) 511 if (!dst->key_values)
592 { 512 {
593 op->key_values = new_link; 513 dst->key_values = new_link;
594 tail = new_link; 514 tail = new_link;
595 } 515 }
596 else 516 else
597 { 517 {
598 tail->next = new_link; 518 tail->next = new_link;
599 tail = new_link; 519 tail = new_link;
600 } 520 }
601 } 521 }
602 } 522 }
603 523
604 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
605} 533}
606 534
607/* 535/*
608 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
611 */ 539 */
612
613void 540void
614update_turn_face (object *op) 541update_turn_face (object *op)
615{ 542{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 544 return;
545
618 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
620} 548}
621 549
622/* 550/*
623 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
626 */ 554 */
627void 555void
628update_ob_speed (object *op) 556object::set_speed (float speed)
629{ 557{
630 extern int arch_init; 558 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 { 559 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 561 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 562 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 563
655 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 565
659 if (op->active_next != NULL) 566 if (has_active_speed ())
660 op->active_next->active_prev = op; 567 activate ();
661
662 active_objects = op;
663 }
664 else 568 else
665 { 569 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} 570}
689 571
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/* 572/*
722 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...) 576 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
729 * 580 *
730 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
736 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
738 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
740 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
741 */ 588 */
742
743void 589void
744update_object (object *op, int action) 590update_object (object *op, int action)
745{ 591{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
748 593
749 if (op == NULL) 594 if (op == NULL)
750 { 595 {
751 /* this should never happen */ 596 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 598 return;
754 } 599 }
755 600
756 if (op->env != NULL) 601 if (op->env)
757 { 602 {
758 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
759 * to do in this case. 604 * to do in this case.
760 */ 605 */
761 return; 606 return;
766 */ 611 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 613 return;
769 614
770 /* make sure the object is within map boundaries */ 615 /* 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)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 617 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 619#ifdef MANY_CORES
775 abort (); 620 abort ();
776#endif 621#endif
777 return; 622 return;
778 } 623 }
779 624
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 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);
786 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
787 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
788 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (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) 638 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 642 * to have move_allow right now.
812 */ 643 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 646 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 647 }
819 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 650 * that is being removed.
822 */ 651 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 653 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
827 else 656 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 658
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) 659 if (op->more)
837 update_object (op->more, action); 660 update_object (op->more, action);
838} 661}
839 662
840static unordered_vector<object *> mortals; 663object *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}
858 664
859object::object () 665object::object ()
860{ 666{
861 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
862 668
863 expmul = 1.0; 669 expmul = 1.0;
864 face = blank_face; 670 face = blank_face;
865 attacked_by_count = -1;
866} 671}
867 672
868object::~object () 673object::~object ()
869{ 674{
870 free_key_values (this); 675 free_key_values (this);
871} 676}
872 677
873void object::link () 678void object::link ()
874{ 679{
875 count = ++ob_count; 680 uuid = gen_uuid ();
876 681
877 prev = 0; 682 refcnt_inc ();
878 next = objects; 683 objects.insert (this);
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884} 684}
885 685
886void object::unlink () 686void object::unlink ()
887{ 687{
888 count = 0; 688 objects.erase (this);
689 refcnt_dec ();
690}
889 691
890 /* Remove this object from the list of used objects */ 692void
891 if (prev) 693object::activate ()
892 { 694{
893 prev->next = next; 695 /* If already on active list, don't do anything */
894 prev = 0; 696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
895 } 743 {
896 744 op->flag [flag] = value;
897 if (next) 745 op->set_flag_inv (flag, value);
898 { 746 }
899 next->prev = prev; 747}
900 next = 0; 748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
901 } 772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
902 784
903 if (this == objects) 785 if (op->flag [FLAG_STARTEQUIP]
904 objects = next; 786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
905} 796}
906 797
907object *object::create () 798object *object::create ()
908{ 799{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 800 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 (); 801 op->link ();
923 return op; 802 return op;
924} 803}
925 804
926/* 805void
927 * free_object() frees everything allocated by an object, removes 806object::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{ 807{
938 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
939 return; 818 return;
940 819
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
942 remove_friendly_object (this);
943 821
944 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
945 remove_ob (this);
946 823
947 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
843 }
844
845 map = freed_map;
846 x = 1;
847 y = 1;
848 }
849
850 head = 0;
948 851
949 if (more) 852 if (more)
950 { 853 {
951 more->free (free_inventory); 854 more->destroy ();
952 more = 0; 855 more = 0;
953 } 856 }
954 857
955 if (inv) 858 // 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; 859 owner = 0;
860 enemy = 0;
861 attacked_by = 0;
862}
998 863
999 /* Remove object from the active list */ 864void
1000 speed = 0; 865object::destroy (bool destroy_inventory)
1001 update_ob_speed (this); 866{
867 if (destroyed ())
868 return;
1002 869
1003 unlink (); 870 if (destroy_inventory)
871 destroy_inv (false);
1004 872
1005 mortals.push_back (this); 873 attachable::destroy ();
1006} 874}
1007 875
1008/* 876/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1011 */ 879 */
1012
1013void 880void
1014sub_weight (object *op, signed long weight) 881sub_weight (object *op, signed long weight)
1015{ 882{
1016 while (op != NULL) 883 while (op != NULL)
1017 { 884 {
1018 if (op->type == CONTAINER) 885 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 } 887
1022 op->carrying -= weight; 888 op->carrying -= weight;
1023 op = op->env; 889 op = op->env;
1024 } 890 }
1025} 891}
1026 892
1027/* remove_ob(op): 893/* op->remove ():
1028 * This function removes the object op from the linked list of objects 894 * 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 895 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 898 * the previous environment.
1033 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1034 */ 900 */
1035
1036void 901void
1037remove_ob (object *op) 902object::remove ()
1038{ 903{
904 object *tmp, *last = 0;
1039 object * 905 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 906
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)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1057 return; 908 return;
1058 909
1059 SET_FLAG (op, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1060 912
1061 if (op->more != NULL) 913 if (more)
1062 remove_ob (op->more); 914 more->remove ();
1063 915
1064 /* 916 /*
1065 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1066 * inventory. 918 * inventory.
1067 */ 919 */
1068 if (op->env != NULL) 920 if (env)
1069 { 921 {
1070 if (op->nrof) 922 if (nrof)
1071 sub_weight (op->env, op->weight * op->nrof); 923 sub_weight (env, weight * nrof);
1072 else 924 else
1073 sub_weight (op->env, op->weight + op->carrying); 925 sub_weight (env, weight + carrying);
1074 926
1075 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 929 * to save cpu time.
1078 */ 930 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 932 otmp->update_stats ();
1081 933
1082 if (op->above != NULL) 934 if (above)
1083 op->above->below = op->below; 935 above->below = below;
1084 else 936 else
1085 op->env->inv = op->below; 937 env->inv = below;
1086 938
1087 if (op->below != NULL) 939 if (below)
1088 op->below->above = op->above; 940 below->above = above;
1089 941
1090 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1093 */ 945 */
1094 op->x = op->env->x, op->y = op->env->y; 946 x = env->x, y = env->y;
1095 op->map = op->env->map; 947 map = env->map;
1096 op->above = NULL, op->below = NULL; 948 above = 0, below = 0;
1097 op->env = NULL; 949 env = 0;
1098 } 950 }
1099 else if (op->map) 951 else if (map)
1100 { 952 {
1101 x = op->x; 953 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 } 954 {
1115 955 --map->players;
1116 if (op->map != m) 956 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 */ 957 }
958
959 map->dirty = true;
1123 960
1124 /* link the object above us */ 961 /* link the object above us */
1125 if (op->above) 962 if (above)
1126 op->above->below = op->below; 963 above->below = below;
1127 else 964 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1129 966
1130 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1131 if (op->below) 968 if (below)
1132 op->below->above = op->above; 969 below->above = above;
1133 else 970 else
1134 { 971 {
1135 /* Nothing below, which means we need to relink map object for this space 972 /* 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 973 * use translated coordinates in case some oddness with map tiling is
1137 * evident 974 * evident
1138 */ 975 */
1139 if (GET_MAP_OB (m, x, y) != op) 976 if (GET_MAP_OB (map, x, y) != this)
1140 { 977 {
1141 dump_object (op); 978 char *dump = dump_object (this);
1142 LOG (llevError, 979 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); 980 "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);
981 free (dump);
1144 dump_object (GET_MAP_OB (m, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1145 LOG (llevError, "%s\n", errmsg); 983 LOG (llevError, "%s\n", dump);
984 free (dump);
1146 } 985 }
1147 986
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1149 } 988 }
1150 989
1151 op->above = 0; 990 above = 0;
1152 op->below = 0; 991 below = 0;
1153 992
1154 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1155 return; 994 return;
1156 995
1157 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 997
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1161 { 999 {
1162 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1163 * being removed. 1001 * being removed.
1164 */ 1002 */
1165 1003
1166 if (tmp->type == PLAYER && tmp != op) 1004 if (tmp->type == PLAYER && tmp != this)
1167 { 1005 {
1168 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1170 * appropriately. 1008 * appropriately.
1171 */ 1009 */
1172 if (tmp->container == op) 1010 if (tmp->container == this)
1173 { 1011 {
1174 CLEAR_FLAG (op, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1175 tmp->container = NULL; 1013 tmp->container = 0;
1176 } 1014 }
1177 1015
1178 tmp->contr->socket.update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1179 } 1018 }
1180 1019
1181 /* See if player moving off should effect something */ 1020 /* 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)) 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 { 1024 {
1184 move_apply (tmp, op, NULL); 1025 move_apply (tmp, this, 0);
1185 1026
1186 if (was_destroyed (op, tag)) 1027 if (destroyed ())
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1189 }
1190 } 1029 }
1191 1030
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1194 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1195 tmp->above = NULL; 1034 tmp->above = 0;
1196 1035
1197 last = tmp; 1036 last = tmp;
1198 } 1037 }
1199 1038
1200 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1041 if (!last)
1202 { 1042 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 1043 else
1212 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1213 1045
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1216 } 1048 }
1217} 1049}
1218 1050
1219/* 1051/*
1220 * merge_ob(op,top): 1052 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1054 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1055 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1056 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1057 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1058 */
1227
1228object * 1059object *
1229merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1230{ 1061{
1231 if (!op->nrof) 1062 if (!op->nrof)
1232 return 0; 1063 return 0;
1233 1064
1234 if (top == NULL) 1065 if (top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1236 1068
1237 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1238 { 1070 {
1239 if (top == op) 1071 if (top == op)
1240 continue; 1072 continue;
1241 if (CAN_MERGE (op, top)) 1073
1074 if (object::can_merge (op, top))
1242 { 1075 {
1243 top->nrof += op->nrof; 1076 top->nrof += op->nrof;
1244 1077
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1246 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1247 remove_ob (op); 1080 op->destroy ();
1248 free_object (op);
1249 return top; 1081 return top;
1250 } 1082 }
1251 } 1083 }
1252 1084
1253 return NULL; 1085 return 0;
1254} 1086}
1255 1087
1256/* 1088/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1258 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1259 */ 1091 */
1260object * 1092object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1094{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1096 {
1270 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1271 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1272 } 1099 }
1273 1100
1292 * Return value: 1119 * Return value:
1293 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1122 * just 'op' otherwise
1296 */ 1123 */
1297
1298object * 1124object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1126{
1301 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1302 sint16 x, y; 1128 sint16 x, y;
1303 1129
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1130 if (QUERY_FLAG (op, FLAG_FREED))
1305 { 1131 {
1306 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL; 1133 return NULL;
1308 } 1134 }
1309 1135
1310 if (m == NULL) 1136 if (!m)
1311 { 1137 {
1312 dump_object (op); 1138 char *dump = dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1314 return op; 1141 return op;
1315 } 1142 }
1316 1143
1317 if (out_of_map (m, op->x, op->y)) 1144 if (out_of_map (m, op->x, op->y))
1318 { 1145 {
1319 dump_object (op); 1146 char *dump = dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1321#ifdef MANY_CORES 1148#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object 1149 /* 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 1150 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted. 1151 * improperly inserted.
1325 */ 1152 */
1326 abort (); 1153 abort ();
1327#endif 1154#endif
1155 free (dump);
1328 return op; 1156 return op;
1329 } 1157 }
1330 1158
1331 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 { 1160 {
1333 dump_object (op); 1161 char *dump = dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1335 return op; 1164 return op;
1336 } 1165 }
1337 1166
1338 if (op->more != NULL) 1167 if (op->more)
1339 { 1168 {
1340 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1341 1170
1342 object *more = op->more; 1171 object *more = op->more;
1343 1172
1344 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1345 * we set the map, that doesn't work if the location is within 1174 * 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 1175 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1348 */ 1177 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map) 1180 else if (!more->map)
1352 { 1181 {
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 { 1189 {
1361 if (!op->head) 1190 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363 1192
1364 return NULL; 1193 return 0;
1365 } 1194 }
1366 } 1195 }
1367 1196
1368 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1198
1376 y = op->y; 1205 y = op->y;
1377 1206
1378 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1379 */ 1208 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1211 if (object::can_merge (op, tmp))
1383 { 1212 {
1384 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1214 tmp->destroy ();
1386 free_object (tmp);
1387 } 1215 }
1388 1216
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1219
1404 op->below = originator->below; 1232 op->below = originator->below;
1405 1233
1406 if (op->below) 1234 if (op->below)
1407 op->below->above = op; 1235 op->below->above = op;
1408 else 1236 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1410 1238
1411 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1412 originator->below = op; 1240 originator->below = op;
1413 } 1241 }
1414 else 1242 else
1415 { 1243 {
1416 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1418 { 1246 {
1419 object *last = NULL; 1247 object *last = 0;
1420 1248
1421 /* 1249 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1252 * 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 1256 * 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 1257 * 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 1258 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1432 */ 1260 */
1433
1434 while (top != NULL) 1261 while (top)
1435 { 1262 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1264 floor = top;
1438 1265
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 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 1287 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1289 * stacking is a bit odd.
1463 */ 1290 */
1464 if (!(flag & INS_ON_TOP) && 1291 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)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1466 { 1293 {
1467 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1296 break;
1470 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493 1320
1494 if (op->above) 1321 if (op->above)
1495 op->above->below = op; 1322 op->above->below = op;
1496 1323
1497 op->below = NULL; 1324 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1499 } 1326 }
1500 else 1327 else
1501 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1502 op->above = top->above; 1329 op->above = top->above;
1503 1330
1506 1333
1507 op->below = top; 1334 op->below = top;
1508 top->above = op; 1335 top->above = op;
1509 } 1336 }
1510 1337
1511 if (op->above == NULL) 1338 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1514 1341
1515 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1516 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1517 1350
1518 /* If we have a floor, we know the player, if any, will be above 1351 /* 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. 1352 * it, so save a few ticks and start from there.
1520 */ 1353 */
1521 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1523 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1524 tmp->contr->socket.update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1525 1358
1526 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1360 * 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 1361 * 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 1362 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1366 * of effect may be sufficient.
1534 */ 1367 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1537 1370
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1540 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1541 /* Don't know if moving this to the end will break anything. However, 1376 /* 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. 1377 * we want to have floorbox_update called before calling this.
1543 * 1378 *
1544 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1382 * update_object().
1549 1384
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* 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) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1552 { 1387 {
1553 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1554 return NULL; 1389 return 0;
1555 1390
1556 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1392 * walk on's.
1558 */ 1393 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1561 return NULL; 1396 return 0;
1562 } 1397 }
1563 1398
1564 return op; 1399 return op;
1565} 1400}
1566 1401
1567/* this function inserts an object in the map, but if it 1402/* 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. 1403 * 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. 1404 * op is the object to insert it under: supplies x and the map.
1570 */ 1405 */
1571void 1406void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1408{
1574 object * 1409 object *tmp, *tmp1;
1575 tmp;
1576 object *
1577 tmp1;
1578 1410
1579 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1580 1412
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1584 { 1415 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1416
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1591 1418
1592 tmp1->x = op->x; 1419 tmp1->x = op->x;
1593 tmp1->y = op->y; 1420 tmp1->y = op->y;
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1595} 1428}
1596 1429
1597/* 1430/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * 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 1432 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array. 1435 * global static errmsg array.
1603 */ 1436 */
1604
1605object * 1437object *
1606get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1607{ 1439{
1608 object * 1440 object *newob;
1609 newob;
1610 int
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1612 1442
1613 if (orig_ob->nrof < nr) 1443 if (orig_ob->nrof < nr)
1614 { 1444 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL; 1446 return NULL;
1617 } 1447 }
1618 1448
1619 newob = object_create_clone (orig_ob); 1449 newob = object_create_clone (orig_ob);
1620 1450
1621 if ((orig_ob->nrof -= nr) < 1) 1451 if ((orig_ob->nrof -= nr) < 1)
1622 { 1452 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) 1453 else if (!is_removed)
1628 { 1454 {
1629 if (orig_ob->env != NULL) 1455 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1651 1477
1652object * 1478object *
1653decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1654{ 1480{
1655 object *tmp; 1481 object *tmp;
1656 player *pl;
1657 1482
1658 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1659 return op; 1484 return op;
1660 1485
1661 if (i > op->nrof) 1486 if (i > op->nrof)
1662 i = op->nrof; 1487 i = op->nrof;
1663 1488
1664 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i; 1490 op->nrof -= i;
1666 else if (op->env != NULL) 1491 else if (op->env)
1667 { 1492 {
1668 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1669 * therein? 1494 * therein?
1670 */ 1495 */
1671 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1672 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player. 1501 * and then searching the map for a player.
1677 */ 1502 */
1678 if (!tmp) 1503 if (!tmp)
1679 { 1504 for_all_players (pl)
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1682 break; 1508 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 } 1509 }
1688 1510
1689 if (i < op->nrof) 1511 if (i < op->nrof)
1690 { 1512 {
1691 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i; 1514 op->nrof -= i;
1693 if (tmp) 1515 if (tmp)
1694 {
1695 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1696 }
1697 } 1517 }
1698 else 1518 else
1699 { 1519 {
1700 remove_ob (op); 1520 op->remove ();
1701 op->nrof = 0; 1521 op->nrof = 0;
1702 if (tmp) 1522 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1705 }
1706 } 1524 }
1707 } 1525 }
1708 else 1526 else
1709 { 1527 {
1710 object *above = op->above; 1528 object *above = op->above;
1711 1529
1712 if (i < op->nrof) 1530 if (i < op->nrof)
1713 op->nrof -= i; 1531 op->nrof -= i;
1714 else 1532 else
1715 { 1533 {
1716 remove_ob (op); 1534 op->remove ();
1717 op->nrof = 0; 1535 op->nrof = 0;
1718 } 1536 }
1719 1537
1720 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1722 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1723 { 1541 {
1724 if (op->nrof) 1542 if (op->nrof)
1725 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1726 else 1544 else
1730 1548
1731 if (op->nrof) 1549 if (op->nrof)
1732 return op; 1550 return op;
1733 else 1551 else
1734 { 1552 {
1735 free_object (op); 1553 op->destroy ();
1736 return NULL; 1554 return 0;
1737 } 1555 }
1738} 1556}
1739 1557
1740/* 1558/*
1741 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1753 op->carrying += weight; 1571 op->carrying += weight;
1754 op = op->env; 1572 op = op->env;
1755 } 1573 }
1756} 1574}
1757 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1758/* 1596/*
1759 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1760 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1761 * inside the object environment. 1599 * inside the object environment.
1762 * 1600 *
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 1601 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1770 */ 1603 */
1771 1604
1772object * 1605object *
1773insert_ob_in_ob (object *op, object *where) 1606object::insert (object *op)
1774{ 1607{
1775 object * 1608 object *tmp, *otmp;
1776 tmp, *
1777 otmp;
1778 1609
1779 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 { 1611 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 1612
1799 if (op->more) 1613 if (op->more)
1800 { 1614 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1616 return op;
1804 1618
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1807 if (op->nrof) 1621 if (op->nrof)
1808 { 1622 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1624 if (object::can_merge (tmp, op))
1811 { 1625 {
1812 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1627 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1816 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1817 */ 1631 */
1818 add_weight (where, op->weight * op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1819 SET_FLAG (op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1820 free_object (op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1821 op = tmp; 1635 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1823 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break; 1638 break;
1825 } 1639 }
1826 1640
1827 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1828 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract 1643 * (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 1644 * the weight, so we need to add it in again, since we actually do
1831 * the linking below 1645 * the linking below
1832 */ 1646 */
1833 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1834 } 1648 }
1835 else 1649 else
1836 add_weight (where, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1837 1651
1838 otmp = is_player_inv (where); 1652 otmp = this->in_player ();
1839 if (otmp && otmp->contr != NULL) 1653 if (otmp && otmp->contr)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp); 1655 otmp->update_stats ();
1843 }
1844 1656
1845 op->map = NULL; 1657 op->map = 0;
1846 op->env = where; 1658 op->env = this;
1847 op->above = NULL; 1659 op->above = 0;
1848 op->below = NULL; 1660 op->below = 0;
1849 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1850 1662
1851 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1664 if ((op->glow_radius != 0) && map)
1853 { 1665 {
1854#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map)) 1669 if (map->darkness)
1858 update_all_los (where->map, where->x, where->y); 1670 update_all_los (map, x, y);
1859 } 1671 }
1860 1672
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1862 * It sure simplifies this function... 1674 * It sure simplifies this function...
1863 */ 1675 */
1864 if (where->inv == NULL) 1676 if (!inv)
1865 where->inv = op; 1677 inv = op;
1866 else 1678 else
1867 { 1679 {
1868 op->below = where->inv; 1680 op->below = inv;
1869 op->below->above = op; 1681 op->below->above = op;
1870 where->inv = op; 1682 inv = op;
1871 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1872 return op; 1687 return op;
1873} 1688}
1874 1689
1875/* 1690/*
1876 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1890 * 1705 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * 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 1707 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1708 * on top.
1894 */ 1709 */
1895
1896int 1710int
1897check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1898{ 1712{
1899 object * 1713 object *tmp;
1900 tmp; 1714 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1907 1716
1908 MoveType 1717 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1718
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1720 return 0;
1915
1916 tag = op->count;
1917 1721
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 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); 1723 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); 1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1725
1937 1741
1938 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1940 */ 1744 */
1941 1745
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1943 { 1747 {
1944 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1750 * we don't need to check all of them.
1947 */ 1751 */
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1786 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)) 1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1788 {
1985 move_apply (tmp, op, originator); 1789 move_apply (tmp, op, originator);
1986 1790
1987 if (was_destroyed (op, tag)) 1791 if (op->destroyed ())
1988 return 1; 1792 return 1;
1989 1793
1990 /* what the person/creature stepped onto has moved the object 1794 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1795 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1796 * have a feeling strange problems would result.
2002/* 1806/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2006 */ 1810 */
2007
2008object * 1811object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1813{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
2015 { 1815 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1817 return NULL;
2018 } 1818 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2020 if (tmp->arch == at) 1821 if (tmp->arch == at)
2021 return tmp; 1822 return tmp;
1823
2022 return NULL; 1824 return NULL;
2023} 1825}
2024 1826
2025/* 1827/*
2026 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2029 */ 1831 */
2030
2031object * 1832object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
2033{ 1834{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
2038 { 1836 {
2039 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1838 return NULL;
2041 } 1839 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1842 if (tmp->type == type)
2044 return tmp; 1843 return tmp;
1844
2045 return NULL; 1845 return NULL;
2046} 1846}
2047 1847
2048/* 1848/*
2049 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2052 */ 1852 */
2053
2054object * 1853object *
2055present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
2056{ 1855{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1857 if (tmp->type == type)
2062 return tmp; 1858 return tmp;
1859
2063 return NULL; 1860 return NULL;
2064} 1861}
2065 1862
2066/* 1863/*
2067 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1872 * 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 1873 * 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 1874 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1875 * to be unique.
2079 */ 1876 */
2080
2081object * 1877object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1879{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1882 return tmp;
2091 } 1883
2092 return NULL; 1884 return 0;
2093} 1885}
2094 1886
2095/* 1887/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2099 */ 1891 */
2100
2101object * 1892object *
2102present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2103{ 1894{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1896 if (tmp->arch == at)
2109 return tmp; 1897 return tmp;
1898
2110 return NULL; 1899 return NULL;
2111} 1900}
2112 1901
2113/* 1902/*
2114 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2115 */ 1904 */
2116void 1905void
2117flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2118{ 1907{
2119 object *
2120 tmp;
2121
2122 if (op->inv) 1908 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2124 { 1910 {
2125 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2127 } 1913 }
2128} /* 1914}
1915
1916/*
2129 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2130 */ 1918 */
2131void 1919void
2132unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2133{ 1921{
2134 object *
2135 tmp;
2136
2137 if (op->inv) 1922 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 { 1924 {
2140 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2142 } 1927 }
2143} 1928}
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for 1933 * 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. 1934 * him/her-self and all object carried by a call to this function.
2150 */ 1935 */
2151
2152void 1936void
2153set_cheat (object *op) 1937set_cheat (object *op)
2154{ 1938{
2155 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * 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 1960 * 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 1961 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1962 * customized, changed states, etc.
2179 */ 1963 */
2180
2181int 1964int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 1966{
2184 int
2185 i,
2186 index = 0, flag; 1967 int index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2189 1969
2190 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2191 { 1971 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2193 if (!flag) 1973 if (!flag)
2194 altern[index++] = i; 1974 altern [index++] = i;
2195 1975
2196 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* 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. 1977 * 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 - 1978 * 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 1979 * 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 1980 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2203 */ 1983 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2205 stop = maxfree[i]; 1985 stop = maxfree[i];
2206 } 1986 }
1987
2207 if (!index) 1988 if (!index)
2208 return -1; 1989 return -1;
1990
2209 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2210} 1992}
2211 1993
2212/* 1994/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 1997 * 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. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 1999 */
2218
2219int 2000int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2002{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2005 return i;
2229 } 2006
2230 return -1; 2007 return -1;
2231} 2008}
2232 2009
2233/* 2010/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2014 */
2237static void 2015static void
2238permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2239{ 2017{
2240 int 2018 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2019 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2020
2251 tmp = arr[i]; 2021 while (--end)
2252 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2023}
2256 2024
2257/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2031 */
2264void 2032void
2265get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2266{ 2034{
2267 int 2035 int i;
2268 i;
2269 2036
2270 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2038 search_arr[i] = i;
2273 }
2274 2039
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2043}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2055 * there is capable of.
2291 */ 2056 */
2292
2293int 2057int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2059{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2299 2061
2300 sint16 nx, ny; 2062 sint16 nx, ny;
2301 object * 2063 object *tmp;
2302 tmp; 2064 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2065
2306 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2307 2067
2308 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2309 { 2069 {
2321 mp = m; 2081 mp = m;
2322 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2324 2084
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2326 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2088 max = maxfree[i];
2329 }
2330 else 2089 else
2331 { 2090 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2333 2094
2334 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2096 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2339 { 2098 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2100 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))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break; 2102 break;
2345 } 2103
2346 }
2347 if (tmp) 2104 if (tmp)
2348 {
2349 return freedir[i]; 2105 return freedir[i];
2350 }
2351 } 2106 }
2352 } 2107 }
2353 } 2108 }
2109
2354 return 0; 2110 return 0;
2355} 2111}
2356 2112
2357/* 2113/*
2358 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2115 * distance between the two given objects.
2360 */ 2116 */
2361
2362int 2117int
2363distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2364{ 2119{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2121}
2371 2122
2372/* 2123/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * 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 2125 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2376 */ 2127 */
2377
2378int 2128int
2379find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2380{ 2130{
2381 int 2131 int q;
2382 q;
2383 2132
2384 if (y) 2133 if (y)
2385 q = x * 100 / y; 2134 q = x * 100 / y;
2386 else if (x) 2135 else if (x)
2387 q = -300 * x; 2136 q = -300 * x;
2422int 2171int
2423absdir (int d) 2172absdir (int d)
2424{ 2173{
2425 while (d < 1) 2174 while (d < 1)
2426 d += 8; 2175 d += 8;
2176
2427 while (d > 8) 2177 while (d > 8)
2428 d -= 8; 2178 d -= 8;
2179
2429 return d; 2180 return d;
2430} 2181}
2431 2182
2432/* 2183/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 */ 2186 */
2436 2187
2437int 2188int
2438dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2439{ 2190{
2440 int 2191 int d;
2441 d;
2442 2192
2443 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2444 if (d > 4) 2194 if (d > 4)
2445 d = 8 - d; 2195 d = 8 - d;
2196
2446 return d; 2197 return d;
2447} 2198}
2448 2199
2449/* peterm: 2200/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * 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 2204 * 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. 2205 * 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 2206 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2207 * functions.
2457 */ 2208 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2264 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2517 */ 2266 */
2518
2519
2520int 2267int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2269{
2523 sint16 dx, dy; 2270 sint16 dx, dy;
2524 int
2525 mflags; 2271 int mflags;
2526 2272
2527 if (dir < 0) 2273 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2529 2275
2530 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2543 return 0; 2289 return 0;
2544 2290
2545 /* yes, can see. */ 2291 /* yes, can see. */
2546 if (dir < 9) 2292 if (dir < 9)
2547 return 1; 2293 return 1;
2294
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 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]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2298}
2551
2552
2553 2299
2554/* 2300/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2301 * 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 2302 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (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)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2317}
2572 2318
2573
2574/* 2319/*
2575 * create clone from object to another 2320 * create clone from object to another
2576 */ 2321 */
2577object * 2322object *
2578object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2579{ 2324{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2582 2326
2583 if (!asrc) 2327 if (!asrc)
2584 return NULL; 2328 return 0;
2329
2585 src = asrc; 2330 src = asrc;
2586 if (src->head) 2331 if (src->head)
2587 src = src->head; 2332 src = src->head;
2588 2333
2589 prev = NULL; 2334 prev = 0;
2590 for (part = src; part; part = part->more) 2335 for (part = src; part; part = part->more)
2591 { 2336 {
2592 tmp = get_object (); 2337 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2338 tmp->x -= src->x;
2595 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2596 if (!part->head) 2341 if (!part->head)
2597 { 2342 {
2598 dst = tmp; 2343 dst = tmp;
2599 tmp->head = NULL; 2344 tmp->head = 0;
2600 } 2345 }
2601 else 2346 else
2602 {
2603 tmp->head = dst; 2347 tmp->head = dst;
2604 } 2348
2605 tmp->more = NULL; 2349 tmp->more = 0;
2350
2606 if (prev) 2351 if (prev)
2607 prev->more = tmp; 2352 prev->more = tmp;
2353
2608 prev = tmp; 2354 prev = tmp;
2609 } 2355 }
2610 2356
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2357 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2359
2617 return dst; 2360 return dst;
2618} 2361}
2619 2362
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. */ 2363/* 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 */ 2364/* 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, */ 2365/* 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. */ 2366/* 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. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2640
2641object * 2369object *
2642load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2643{ 2371{
2644 object * 2372 object *op;
2645 op;
2646 char
2647 filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2648 2374
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650 2376
2651 FILE *
2652 tempfile = fopen (filename, "w"); 2377 FILE *tempfile = fopen (filename, "w");
2653 2378
2654 if (tempfile == NULL) 2379 if (tempfile == NULL)
2655 { 2380 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL; 2382 return NULL;
2658 }; 2383 }
2384
2659 fprintf (tempfile, obstr); 2385 fprintf (tempfile, obstr);
2660 fclose (tempfile); 2386 fclose (tempfile);
2661 2387
2662 op = get_object (); 2388 op = object::create ();
2663 2389
2664 object_thawer thawer (filename); 2390 object_thawer thawer (filename);
2665 2391
2666 if (thawer) 2392 if (thawer)
2667 load_object (thawer, op, 0); 2393 load_object (thawer, op, 0);
2677 * returns NULL if no match. 2403 * returns NULL if no match.
2678 */ 2404 */
2679object * 2405object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2407{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2410 return tmp;
2688 2411
2689 return NULL; 2412 return 0;
2690} 2413}
2691 2414
2692/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2416 * otherwise return NULL.
2694 * 2417 *
2696 * do the desired thing. 2419 * do the desired thing.
2697 */ 2420 */
2698key_value * 2421key_value *
2699get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2700{ 2423{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2425 if (link->key == key)
2707 {
2708 return link; 2426 return link;
2709 }
2710 }
2711 2427
2712 return NULL; 2428 return 0;
2713} 2429}
2714 2430
2715/* 2431/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2433 *
2720 * The returned string is shared. 2436 * The returned string is shared.
2721 */ 2437 */
2722const char * 2438const char *
2723get_ob_key_value (const object *op, const char *const key) 2439get_ob_key_value (const object *op, const char *const key)
2724{ 2440{
2725 key_value * 2441 key_value *link;
2726 link; 2442 shstr_cmp canonical_key (key);
2727 const char *
2728 canonical_key;
2729 2443
2730 canonical_key = shstr::find (key);
2731
2732 if (canonical_key == NULL) 2444 if (!canonical_key)
2733 { 2445 {
2734 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2735 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2736 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2737 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2738 */ 2450 */
2739 return NULL; 2451 return 0;
2740 } 2452 }
2741 2453
2742 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2744 */ 2456 */
2745 for (link = op->key_values; link != NULL; link = link->next) 2457 for (link = op->key_values; link; link = link->next)
2746 {
2747 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2748 {
2749 return link->value; 2459 return link->value;
2750 } 2460
2751 }
2752 return NULL; 2461 return 0;
2753} 2462}
2754 2463
2755 2464
2756/* 2465/*
2757 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2764 * Returns TRUE on success. 2473 * Returns TRUE on success.
2765 */ 2474 */
2766int 2475int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{ 2477{
2769 key_value *
2770 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2771 2479
2772 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2773 { 2481 {
2774 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2775 { 2483 {
2803 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2804 2512
2805 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2806 2514
2807 if (!add_key) 2515 if (!add_key)
2808 {
2809 return FALSE; 2516 return FALSE;
2810 } 2517
2811 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2815 * should pass in "" 2522 * should pass in ""
2864 } 2571 }
2865 else 2572 else
2866 item = item->env; 2573 item = item->env;
2867} 2574}
2868 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2605// return a suitable string describing an object in enough detail to find it
2606const char *
2607object::debug_desc (char *info) const
2608{
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627}
2628
2629const char *
2630object::debug_desc () const
2631{
2632 static char info[256 * 4];
2633 return debug_desc (info);
2634}
2635

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