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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117 195
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436} 430}
437 431
438/* 432/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474}
475
476/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 434 * skill and experience objects.
479 */ 435 */
480void 436void
481set_owner (object *op, object *owner) 437object::set_owner (object *owner)
482{ 438{
483 if (owner == NULL || op == NULL) 439 if (!owner)
484 return; 440 return;
485 441
486 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
492 */ 448 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
494 owner = owner->owner; 450 owner = owner->owner;
495 451
496 /* IF the owner still has an owner, we did not resolve to a final owner.
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner; 452 this->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 {
525 /* players don't have owners - they own themselves. Update
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return;
532 }
533
534 set_owner (op, owner);
535} 453}
536 454
537/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 456 * refcounts and freeing the links.
539 */ 457 */
549 } 467 }
550 468
551 op->key_values = 0; 469 op->key_values = 0;
552} 470}
553 471
554void object::clear ()
555{
556 attachable_base::clear ();
557
558 free_key_values (this);
559
560 clear_owner (this);
561
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/* 472/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
625 * will point at garbage. 478 * will point at garbage.
626 */ 479 */
627
628void 480void
629copy_object (object *op2, object *op) 481object::copy_to (object *dst)
630{ 482{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
633 485
634 op2->clone (op); 486 *(object_copy *)dst = *this;
635 487
636 if (is_freed) 488 if (is_freed)
637 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
638 if (is_removed) 491 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
640 493
641 if (op2->speed < 0) 494 if (speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
643 496
644 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
645 if (op2->key_values) 498 if (key_values)
646 { 499 {
647 key_value *tail = 0; 500 key_value *tail = 0;
648 key_value *i; 501 key_value *i;
649 502
650 op->key_values = 0; 503 dst->key_values = 0;
651 504
652 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
653 { 506 {
654 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
655 508
656 new_link->next = 0; 509 new_link->next = 0;
657 new_link->key = i->key; 510 new_link->key = i->key;
658 new_link->value = i->value; 511 new_link->value = i->value;
659 512
660 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
661 if (!op->key_values) 514 if (!dst->key_values)
662 { 515 {
663 op->key_values = new_link; 516 dst->key_values = new_link;
664 tail = new_link; 517 tail = new_link;
665 } 518 }
666 else 519 else
667 { 520 {
668 tail->next = new_link; 521 tail->next = new_link;
669 tail = new_link; 522 tail = new_link;
670 } 523 }
671 } 524 }
672 } 525 }
673 526
674 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
675} 536}
676 537
677/* 538/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
692/* 553/*
693 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
696 */ 557 */
697
698void 558void
699update_ob_speed (object *op) 559object::set_speed (float speed)
700{ 560{
701 extern int arch_init; 561 extern int arch_init;
702 562
703 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated. 564 * since they never really need to be updated.
705 */ 565 */
706 566 if (flag [FLAG_FREED] && speed)
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 567 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 569 speed = 0;
714#endif
715 } 570 }
571
572 this->speed = speed;
573
716 if (arch_init) 574 if (arch_init)
717 {
718 return; 575 return;
719 } 576
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
721 { 578 {
722 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
724 return; 581 return;
725 582
726 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
727 * of the list. */ 584 * of the list. */
728 op->active_next = active_objects; 585 active_next = active_objects;
586
729 if (op->active_next != NULL) 587 if (active_next)
730 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
731 active_objects = op; 590 active_objects = this;
732 } 591 }
733 else 592 else
734 { 593 {
735 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
737 return; 596 return;
738 597
739 if (op->active_prev == NULL) 598 if (!active_prev)
740 { 599 {
741 active_objects = op->active_next; 600 active_objects = active_next;
601
742 if (op->active_next != NULL) 602 if (active_next)
743 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
744 } 604 }
745 else 605 else
746 { 606 {
747 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
748 if (op->active_next) 609 if (active_next)
749 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
750 } 611 }
612
751 op->active_next = NULL; 613 active_next = 0;
752 op->active_prev = NULL; 614 active_prev = 0;
753 } 615 }
754} 616}
755 617
756/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
757 * objects. 619 * objects.
783 op->active_next = NULL; 645 op->active_next = NULL;
784 op->active_prev = NULL; 646 op->active_prev = NULL;
785} 647}
786 648
787/* 649/*
788 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 653 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
795 * 657 *
796 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 659 * current action are:
802 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
807 */ 665 */
808
809void 666void
810update_object (object *op, int action) 667update_object (object *op, int action)
811{ 668{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
814 670
815 if (op == NULL) 671 if (op == NULL)
816 { 672 {
817 /* this should never happen */ 673 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 675 return;
820 } 676 }
821 677
822 if (op->env != NULL) 678 if (op->env)
823 { 679 {
824 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
825 * to do in this case. 681 * to do in this case.
826 */ 682 */
827 return; 683 return;
832 */ 688 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 690 return;
835 691
836 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 694 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 696#ifdef MANY_CORES
841 abort (); 697 abort ();
842#endif 698#endif
843 return; 699 return;
844 } 700 }
845 701
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
853 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
854 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 719 * to have move_allow right now.
878 */ 720 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 723 m.flags_ = P_NEED_UPDATE;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 724 }
885 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 727 * that is being removed.
888 */ 728 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
891 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
893 else 733 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 735
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 736 if (op->more)
903 update_object (op->more, action); 737 update_object (op->more, action);
904} 738}
905 739
906static unordered_vector < object *>mortals; 740object::vector object::objects; // not yet used
907static 741object *object::first;
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922 742
923object::object () 743object::object ()
924{ 744{
925 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
926 746
927 expmul = 1.0; 747 expmul = 1.0;
928 face = blank_face; 748 face = blank_face;
929 attacked_by_count = -1;
930} 749}
931 750
932object::~object () 751object::~object ()
933{ 752{
934 free_key_values (this); 753 free_key_values (this);
935} 754}
936 755
937void object::link () 756void object::link ()
938{ 757{
939 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
940 760
941 prev = 0; 761 prev = 0;
942 next = objects; 762 next = object::first;
943 763
944 if (objects) 764 if (object::first)
945 objects->prev = this; 765 object::first->prev = this;
946 766
947 objects = this; 767 object::first = this;
948} 768}
949 769
950void object::unlink () 770void object::unlink ()
951{ 771{
952 count = 0; 772 if (this == object::first)
773 object::first = next;
953 774
954 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
958 prev = 0; 779 prev = 0;
959 }
960
961 if (next)
962 {
963 next->prev = prev;
964 next = 0; 780 next = 0;
965 }
966
967 if (this == objects)
968 objects = next;
969} 781}
970 782
971object *object::create () 783object *object::create ()
972{ 784{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 785 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 786 op->link ();
989 return op; 787 return op;
990} 788}
991 789
992/* 790void
993 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 792{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
1005 return; 805 return;
1006 806
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 807 flag [FLAG_FREED] = 1;
1008 remove_ob (this);
1009 808
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 809 // hack to ensure that freed objects still have a valid map
1011 remove_friendly_object (this); 810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
1012 812
1013 SET_FLAG (this, FLAG_FREED); 813 if (!freed_map)
1014
1015 if (more)
1016 { 814 {
1017 more->free (free_inventory); 815 freed_map = new maptile;
816
817 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 }
823
824 map = freed_map;
825 x = 1;
826 y = 1;
827 }
828
1018 more = 0; 829 more = 0;
1019 } 830 head = 0;
831 inv = 0;
1020 832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
1021 if (inv) 854 if (!inv)
1022 { 855 return;
856
1023 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
1025 * drop on that space. 859 * drop on that space.
1026 */ 860 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)) 861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
1028 { 872 {
1029 object *op = inv; 873 object *op = inv;
1030 874
1031 while (op) 875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
1032 { 882 {
1033 object *tmp = op->below; 883 op->remove ();
1034 op->free (free_inventory);
1035 op = tmp; 884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 } 887 }
1037 } 888 }
1038 else 889 }
1039 { /* Put objects in inventory onto this space */ 890}
1040 object *op = inv;
1041 891
1042 while (op) 892void
1043 { 893object::destroy (bool destroy_inventory)
1044 object *tmp = op->below; 894{
895 if (destroyed ())
896 return;
1045 897
1046 remove_ob (op); 898 if (more)
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 } 899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
1062 904
1063 clear_owner (this); 905 if (destroy_inventory)
906 destroy_inv (true);
1064 907
1065 /* Remove object from the active list */ 908 attachable::destroy ();
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 909}
1073 910
1074/* 911/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1077 */ 914 */
1078
1079void 915void
1080sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1081{ 917{
1082 while (op != NULL) 918 while (op != NULL)
1083 { 919 {
1084 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 922
1088 op->carrying -= weight; 923 op->carrying -= weight;
1089 op = op->env; 924 op = op->env;
1090 } 925 }
1091} 926}
1092 927
1093/* remove_ob(op): 928/* op->remove ():
1094 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 933 * the previous environment.
1099 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1100 */ 935 */
1101
1102void 936void
1103remove_ob (object *op) 937object::remove ()
1104{ 938{
939 object *tmp, *last = 0;
1105 object * 940 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 941
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 943 return;
1124 944
1125 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1126 947
1127 if (op->more != NULL) 948 if (more)
1128 remove_ob (op->more); 949 more->remove ();
1129 950
1130 /* 951 /*
1131 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1132 * inventory. 953 * inventory.
1133 */ 954 */
1134 if (op->env != NULL) 955 if (env)
1135 { 956 {
1136 if (op->nrof) 957 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1138 else 959 else
1139 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1140 961
1141 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 964 * to save cpu time.
1144 */ 965 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 967 otmp->update_stats ();
1147 968
1148 if (op->above != NULL) 969 if (above != NULL)
1149 op->above->below = op->below; 970 above->below = below;
1150 else 971 else
1151 op->env->inv = op->below; 972 env->inv = below;
1152 973
1153 if (op->below != NULL) 974 if (below != NULL)
1154 op->below->above = op->above; 975 below->above = above;
1155 976
1156 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1159 */ 980 */
1160 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1161 op->map = op->env->map; 982 map = env->map;
1162 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1163 op->env = NULL; 984 env = 0;
1164 } 985 }
1165 else if (op->map) 986 else if (map)
1166 { 987 {
1167 x = op->x;
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 }
1181
1182 if (op->map != m)
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had 988 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about 989 * lots of logic for things we no longer care about
1188 */ 990 */
1189 991
1190 /* link the object above us */ 992 /* link the object above us */
1191 if (op->above) 993 if (above)
1192 op->above->below = op->below; 994 above->below = below;
1193 else 995 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1195 997
1196 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1197 if (op->below) 999 if (below)
1198 op->below->above = op->above; 1000 below->above = above;
1199 else 1001 else
1200 { 1002 {
1201 /* Nothing below, which means we need to relink map object for this space 1003 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 1004 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1005 * evident
1204 */ 1006 */
1205 if (GET_MAP_OB (m, x, y) != op) 1007 if (GET_MAP_OB (map, x, y) != this)
1206 { 1008 {
1207 dump_object (op); 1009 char *dump = dump_object (this);
1208 LOG (llevError, 1010 LOG (llevError,
1209 "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); 1011 "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);
1012 free (dump);
1210 dump_object (GET_MAP_OB (m, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1211 LOG (llevError, "%s\n", errmsg); 1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1212 } 1016 }
1213 1017
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1215 } 1019 }
1216 1020
1217 op->above = 0; 1021 above = 0;
1218 op->below = 0; 1022 below = 0;
1219 1023
1220 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1221 return; 1025 return;
1222 1026
1223 tag = op->count; 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1028
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1227 { 1030 {
1228 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1229 * being removed. 1032 * being removed.
1230 */ 1033 */
1231 1034
1232 if (tmp->type == PLAYER && tmp != op) 1035 if (tmp->type == PLAYER && tmp != this)
1233 { 1036 {
1234 /* If a container that the player is currently using somehow gets 1037 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1236 * appropriately. 1039 * appropriately.
1237 */ 1040 */
1238 if (tmp->container == op) 1041 if (tmp->container == this)
1239 { 1042 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1044 tmp->container = 0;
1242 } 1045 }
1243 1046
1244 tmp->contr->socket.update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1245 } 1049 }
1246 1050
1247 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1055 {
1250 move_apply (tmp, op, NULL); 1056 move_apply (tmp, this, 0);
1251 1057
1252 if (was_destroyed (op, tag)) 1058 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1060 }
1257 1061
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1063
1260 if (tmp->above == tmp) 1064 if (tmp->above == tmp)
1261 tmp->above = NULL; 1065 tmp->above = 0;
1262 1066
1263 last = tmp; 1067 last = tmp;
1264 } 1068 }
1265 1069
1266 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1267 if (last == NULL) 1071 if (!last)
1268 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1073 else
1278 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1279 1075
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1282 } 1078 }
1283} 1079}
1284 1080
1285/* 1081/*
1286 * merge_ob(op,top): 1082 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1085 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1088 */
1293
1294object * 1089object *
1295merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1296{ 1091{
1297 if (!op->nrof) 1092 if (!op->nrof)
1298 return 0; 1093 return 0;
1299 1094
1300 if (top == NULL) 1095 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1302 1098
1303 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1304 { 1100 {
1305 if (top == op) 1101 if (top == op)
1306 continue; 1102 continue;
1307 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1308 { 1105 {
1309 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1310 1107
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1110 op->destroy ();
1314 free_object (op);
1315 return top; 1111 return top;
1316 } 1112 }
1317 } 1113 }
1318 1114
1319 return NULL; 1115 return 0;
1320} 1116}
1321 1117
1322/* 1118/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1325 */ 1121 */
1326object * 1122object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1124{
1329 object *tmp; 1125 object *tmp;
1330 1126
1331 if (op->head) 1127 if (op->head)
1332 op = op->head; 1128 op = op->head;
1358 * Return value: 1154 * Return value:
1359 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1157 * just 'op' otherwise
1362 */ 1158 */
1363
1364object * 1159object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1161{
1367 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1368 sint16 x, y; 1163 sint16 x, y;
1369 1164
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1165 if (QUERY_FLAG (op, FLAG_FREED))
1373 return NULL; 1168 return NULL;
1374 } 1169 }
1375 1170
1376 if (m == NULL) 1171 if (m == NULL)
1377 { 1172 {
1378 dump_object (op); 1173 char *dump = dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1380 return op; 1176 return op;
1381 } 1177 }
1382 1178
1383 if (out_of_map (m, op->x, op->y)) 1179 if (out_of_map (m, op->x, op->y))
1384 { 1180 {
1385 dump_object (op); 1181 char *dump = dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1387#ifdef MANY_CORES 1183#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1186 * improperly inserted.
1391 */ 1187 */
1392 abort (); 1188 abort ();
1393#endif 1189#endif
1190 free (dump);
1394 return op; 1191 return op;
1395 } 1192 }
1396 1193
1397 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 { 1195 {
1399 dump_object (op); 1196 char *dump = dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1401 return op; 1199 return op;
1402 } 1200 }
1403 1201
1404 if (op->more != NULL) 1202 if (op->more)
1405 { 1203 {
1406 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1407 1205
1408 object *more = op->more; 1206 object *more = op->more;
1409 1207
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 { 1224 {
1427 if (!op->head) 1225 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1227
1430 return NULL; 1228 return 0;
1431 } 1229 }
1432 } 1230 }
1433 1231
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1233
1443 1241
1444 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1445 */ 1243 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1449 { 1247 {
1450 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1249 tmp->destroy ();
1452 free_object (tmp);
1453 } 1250 }
1454 1251
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1254
1470 op->below = originator->below; 1267 op->below = originator->below;
1471 1268
1472 if (op->below) 1269 if (op->below)
1473 op->below->above = op; 1270 op->below->above = op;
1474 else 1271 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1476 1273
1477 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1478 originator->below = op; 1275 originator->below = op;
1479 } 1276 }
1480 else 1277 else
1526 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1325 * stacking is a bit odd.
1529 */ 1326 */
1530 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532 { 1329 {
1533 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1332 break;
1536 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1559 1356
1560 if (op->above) 1357 if (op->above)
1561 op->above->below = op; 1358 op->above->below = op;
1562 1359
1563 op->below = NULL; 1360 op->below = NULL;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1565 } 1362 }
1566 else 1363 else
1567 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1568 op->above = top->above; 1365 op->above = top->above;
1569 1366
1573 op->below = top; 1370 op->below = top;
1574 top->above = op; 1371 top->above = op;
1575 } 1372 }
1576 1373
1577 if (op->above == NULL) 1374 if (op->above == NULL)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1580 1377
1581 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1582 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1583 1380
1584 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1585 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1586 */ 1383 */
1587 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1589 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1591 1388
1592 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1599 * of effect may be sufficient. 1396 * of effect may be sufficient.
1600 */ 1397 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1603 1400
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1606 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1607 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1609 * 1408 *
1610 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1412 * update_object().
1615 1414
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1417 {
1619 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1620 return NULL; 1419 return 0;
1621 1420
1622 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1422 * walk on's.
1624 */ 1423 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1627 return NULL; 1426 return 0;
1628 } 1427 }
1629 1428
1630 return op; 1429 return op;
1631} 1430}
1632 1431
1633/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1636 */ 1435 */
1637void 1436void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1438{
1640 object * 1439 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1440
1645 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1646 1442
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1445 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1446
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1448
1658 tmp1->x = op->x; 1449 tmp1->x = op->x;
1659 tmp1->y = op->y; 1450 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1661} 1452}
1669 */ 1460 */
1670 1461
1671object * 1462object *
1672get_split_ob (object *orig_ob, uint32 nr) 1463get_split_ob (object *orig_ob, uint32 nr)
1673{ 1464{
1674 object * 1465 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1467
1679 if (orig_ob->nrof < nr) 1468 if (orig_ob->nrof < nr)
1680 { 1469 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1471 return NULL;
1683 } 1472 }
1684 1473
1685 newob = object_create_clone (orig_ob); 1474 newob = object_create_clone (orig_ob);
1686 1475
1687 if ((orig_ob->nrof -= nr) < 1) 1476 if ((orig_ob->nrof -= nr) < 1)
1688 { 1477 orig_ob->destroy (1);
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed) 1478 else if (!is_removed)
1694 { 1479 {
1695 if (orig_ob->env != NULL) 1480 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1717 1502
1718object * 1503object *
1719decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1720{ 1505{
1721 object *tmp; 1506 object *tmp;
1722 player *pl;
1723 1507
1724 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1509 return op;
1726 1510
1727 if (i > op->nrof) 1511 if (i > op->nrof)
1728 i = op->nrof; 1512 i = op->nrof;
1729 1513
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1515 op->nrof -= i;
1732 else if (op->env != NULL) 1516 else if (op->env)
1733 { 1517 {
1734 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1735 * therein? 1519 * therein?
1736 */ 1520 */
1737 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1526 * and then searching the map for a player.
1743 */ 1527 */
1744 if (!tmp) 1528 if (!tmp)
1745 { 1529 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1748 break; 1533 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1534 }
1754 1535
1755 if (i < op->nrof) 1536 if (i < op->nrof)
1756 { 1537 {
1757 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1539 op->nrof -= i;
1759 if (tmp) 1540 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1762 }
1763 } 1542 }
1764 else 1543 else
1765 { 1544 {
1766 remove_ob (op); 1545 op->remove ();
1767 op->nrof = 0; 1546 op->nrof = 0;
1768 if (tmp) 1547 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1549 }
1773 } 1550 }
1774 else 1551 else
1775 { 1552 {
1776 object *above = op->above; 1553 object *above = op->above;
1777 1554
1778 if (i < op->nrof) 1555 if (i < op->nrof)
1779 op->nrof -= i; 1556 op->nrof -= i;
1780 else 1557 else
1781 { 1558 {
1782 remove_ob (op); 1559 op->remove ();
1783 op->nrof = 0; 1560 op->nrof = 0;
1784 } 1561 }
1785 1562
1786 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1789 { 1566 {
1790 if (op->nrof) 1567 if (op->nrof)
1791 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1792 else 1569 else
1796 1573
1797 if (op->nrof) 1574 if (op->nrof)
1798 return op; 1575 return op;
1799 else 1576 else
1800 { 1577 {
1801 free_object (op); 1578 op->destroy ();
1802 return NULL; 1579 return 0;
1803 } 1580 }
1804} 1581}
1805 1582
1806/* 1583/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1819 op->carrying += weight; 1596 op->carrying += weight;
1820 op = op->env; 1597 op = op->env;
1821 } 1598 }
1822} 1599}
1823 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1824/* 1621/*
1825 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1826 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1827 * inside the object environment. 1624 * inside the object environment.
1828 * 1625 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1836 */ 1628 */
1837 1629
1838object * 1630object *
1839insert_ob_in_ob (object *op, object *where) 1631object::insert (object *op)
1840{ 1632{
1841 object * 1633 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1634
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1636 op->remove ();
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864 1637
1865 if (op->more) 1638 if (op->more)
1866 { 1639 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1641 return op;
1870 1643
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1646 if (op->nrof)
1874 { 1647 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1649 if (object::can_merge (tmp, op))
1877 { 1650 {
1878 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1652 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1883 */ 1656 */
1884 add_weight (where, op->weight * op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1887 op = tmp; 1660 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1663 break;
1891 } 1664 }
1892 1665
1893 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1670 * the linking below
1898 */ 1671 */
1899 add_weight (where, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1900 } 1673 }
1901 else 1674 else
1902 add_weight (where, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1903 1676
1904 otmp = is_player_inv (where); 1677 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1678 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1680 otmp->update_stats ();
1909 }
1910 1681
1911 op->map = NULL; 1682 op->map = 0;
1912 op->env = where; 1683 op->env = this;
1913 op->above = NULL; 1684 op->above = 0;
1914 op->below = NULL; 1685 op->below = 0;
1915 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1916 1687
1917 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1689 if ((op->glow_radius != 0) && map)
1919 { 1690 {
1920#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1694 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1695 update_all_los (map, x, y);
1925 } 1696 }
1926 1697
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1699 * It sure simplifies this function...
1929 */ 1700 */
1930 if (where->inv == NULL) 1701 if (!inv)
1931 where->inv = op; 1702 inv = op;
1932 else 1703 else
1933 { 1704 {
1934 op->below = where->inv; 1705 op->below = inv;
1935 op->below->above = op; 1706 op->below->above = op;
1936 where->inv = op; 1707 inv = op;
1937 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1938 return op; 1712 return op;
1939} 1713}
1940 1714
1941/* 1715/*
1942 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1960 */ 1734 */
1961 1735
1962int 1736int
1963check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1964{ 1738{
1965 object * 1739 object *tmp;
1966 tmp; 1740 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1741 int x = op->x, y = op->y;
1973 1742
1974 MoveType 1743 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1744
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1746 return 0;
1981
1982 tag = op->count;
1983 1747
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1751
2003 1767
2004 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
2006 */ 1770 */
2007 1771
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2009 { 1773 {
2010 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1776 * we don't need to check all of them.
2013 */ 1777 */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1814 {
2051 move_apply (tmp, op, originator); 1815 move_apply (tmp, op, originator);
2052 1816
2053 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
2054 return 1; 1818 return 1;
2055 1819
2056 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
2068/* 1832/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
2072 */ 1836 */
2073
2074object * 1837object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1839{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
2081 { 1841 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1843 return NULL;
2084 } 1844 }
1845
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2086 if (tmp->arch == at) 1847 if (tmp->arch == at)
2087 return tmp; 1848 return tmp;
1849
2088 return NULL; 1850 return NULL;
2089} 1851}
2090 1852
2091/* 1853/*
2092 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2095 */ 1857 */
2096
2097object * 1858object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
2099{ 1860{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
2104 { 1862 {
2105 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1864 return NULL;
2107 } 1865 }
1866
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2109 if (tmp->type == type) 1868 if (tmp->type == type)
2110 return tmp; 1869 return tmp;
1870
2111 return NULL; 1871 return NULL;
2112} 1872}
2113 1873
2114/* 1874/*
2115 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2118 */ 1878 */
2119
2120object * 1879object *
2121present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
2122{ 1881{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1883 if (tmp->type == type)
2128 return tmp; 1884 return tmp;
1885
2129 return NULL; 1886 return NULL;
2130} 1887}
2131 1888
2132/* 1889/*
2133 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1901 * to be unique.
2145 */ 1902 */
2146
2147object * 1903object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1905{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1908 return tmp;
2157 } 1909
2158 return NULL; 1910 return 0;
2159} 1911}
2160 1912
2161/* 1913/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2165 */ 1917 */
2166
2167object * 1918object *
2168present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2169{ 1920{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1922 if (tmp->arch == at)
2175 return tmp; 1923 return tmp;
1924
2176 return NULL; 1925 return NULL;
2177} 1926}
2178 1927
2179/* 1928/*
2180 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2181 */ 1930 */
2182void 1931void
2183flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2184{ 1933{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1934 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1936 {
2191 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2193 } 1939 }
2194} /* 1940}
1941
1942/*
2195 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2196 */ 1944 */
2197void 1945void
2198unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2199{ 1947{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1948 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1950 {
2206 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2208 } 1953 }
2209} 1954}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2216 */ 1961 */
2217
2218void 1962void
2219set_cheat (object *op) 1963set_cheat (object *op)
2220{ 1964{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1988 * customized, changed states, etc.
2245 */ 1989 */
2246
2247int 1990int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 1992{
2250 int
2251 i,
2252 index = 0, flag; 1993 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2255 1995
2256 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2257 { 1997 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 1999 if (!flag)
2260 altern[index++] = i; 2000 altern [index++] = i;
2261 2001
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2269 */ 2009 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 2011 stop = maxfree[i];
2272 } 2012 }
2013
2273 if (!index) 2014 if (!index)
2274 return -1; 2015 return -1;
2016
2275 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2276} 2018}
2277 2019
2278/* 2020/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2025 */
2284
2285int 2026int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2028{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2031 return i;
2295 } 2032
2296 return -1; 2033 return -1;
2297} 2034}
2298 2035
2299/* 2036/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2040 */
2303static void 2041static void
2304permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2305{ 2043{
2306 int 2044 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2045 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2046
2317 tmp = arr[i]; 2047 while (--end)
2318 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2049}
2322 2050
2323/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2057 */
2330void 2058void
2331get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2332{ 2060{
2333 int 2061 int i;
2334 i;
2335 2062
2336 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2064 search_arr[i] = i;
2339 }
2340 2065
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2069}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2081 * there is capable of.
2357 */ 2082 */
2358
2359int 2083int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2085{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2365 2087
2366 sint16 nx, ny; 2088 sint16 nx, ny;
2367 object * 2089 object *tmp;
2368 tmp; 2090 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2091
2372 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2373 2093
2374 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2375 { 2095 {
2387 mp = m; 2107 mp = m;
2388 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2390 2110
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2392 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2114 max = maxfree[i];
2395 }
2396 else 2115 else
2397 { 2116 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2399 2120
2400 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2122 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2405 { 2124 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2128 break;
2411 } 2129
2412 }
2413 if (tmp) 2130 if (tmp)
2414 {
2415 return freedir[i]; 2131 return freedir[i];
2416 }
2417 } 2132 }
2418 } 2133 }
2419 } 2134 }
2135
2420 return 0; 2136 return 0;
2421} 2137}
2422 2138
2423/* 2139/*
2424 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2141 * distance between the two given objects.
2426 */ 2142 */
2427
2428int 2143int
2429distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2430{ 2145{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2147}
2437 2148
2438/* 2149/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2442 */ 2153 */
2443
2444int 2154int
2445find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2446{ 2156{
2447 int 2157 int q;
2448 q;
2449 2158
2450 if (y) 2159 if (y)
2451 q = x * 100 / y; 2160 q = x * 100 / y;
2452 else if (x) 2161 else if (x)
2453 q = -300 * x; 2162 q = -300 * x;
2488int 2197int
2489absdir (int d) 2198absdir (int d)
2490{ 2199{
2491 while (d < 1) 2200 while (d < 1)
2492 d += 8; 2201 d += 8;
2202
2493 while (d > 8) 2203 while (d > 8)
2494 d -= 8; 2204 d -= 8;
2205
2495 return d; 2206 return d;
2496} 2207}
2497 2208
2498/* 2209/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2501 */ 2212 */
2502 2213
2503int 2214int
2504dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2505{ 2216{
2506 int 2217 int d;
2507 d;
2508 2218
2509 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2510 if (d > 4) 2220 if (d > 4)
2511 d = 8 - d; 2221 d = 8 - d;
2222
2512 return d; 2223 return d;
2513} 2224}
2514 2225
2515/* peterm: 2226/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2233 * functions.
2523 */ 2234 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2290 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2583 */ 2292 */
2584
2585
2586int 2293int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2295{
2589 sint16 dx, dy; 2296 sint16 dx, dy;
2590 int
2591 mflags; 2297 int mflags;
2592 2298
2593 if (dir < 0) 2299 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2595 2301
2596 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2609 return 0; 2315 return 0;
2610 2316
2611 /* yes, can see. */ 2317 /* yes, can see. */
2612 if (dir < 9) 2318 if (dir < 9)
2613 return 1; 2319 return 1;
2320
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2324}
2617
2618
2619 2325
2620/* 2326/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2343}
2638 2344
2639
2640/* 2345/*
2641 * create clone from object to another 2346 * create clone from object to another
2642 */ 2347 */
2643object * 2348object *
2644object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2645{ 2350{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2352
2649 if (!asrc) 2353 if (!asrc)
2650 return NULL; 2354 return 0;
2355
2651 src = asrc; 2356 src = asrc;
2652 if (src->head) 2357 if (src->head)
2653 src = src->head; 2358 src = src->head;
2654 2359
2655 prev = NULL; 2360 prev = 0;
2656 for (part = src; part; part = part->more) 2361 for (part = src; part; part = part->more)
2657 { 2362 {
2658 tmp = get_object (); 2363 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2364 tmp->x -= src->x;
2661 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2662 if (!part->head) 2367 if (!part->head)
2663 { 2368 {
2664 dst = tmp; 2369 dst = tmp;
2665 tmp->head = NULL; 2370 tmp->head = 0;
2666 } 2371 }
2667 else 2372 else
2668 {
2669 tmp->head = dst; 2373 tmp->head = dst;
2670 } 2374
2671 tmp->more = NULL; 2375 tmp->more = 0;
2376
2672 if (prev) 2377 if (prev)
2673 prev->more = tmp; 2378 prev->more = tmp;
2379
2674 prev = tmp; 2380 prev = tmp;
2675 } 2381 }
2676 2382
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2383 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2385
2683 return dst; 2386 return dst;
2684} 2387}
2685 2388
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2706
2707object * 2395object *
2708load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2709{ 2397{
2710 object * 2398 object *op;
2711 op;
2712 char
2713 filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2714 2400
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716 2402
2717 FILE *
2718 tempfile = fopen (filename, "w"); 2403 FILE *tempfile = fopen (filename, "w");
2719 2404
2720 if (tempfile == NULL) 2405 if (tempfile == NULL)
2721 { 2406 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL; 2408 return NULL;
2724 }; 2409 }
2410
2725 fprintf (tempfile, obstr); 2411 fprintf (tempfile, obstr);
2726 fclose (tempfile); 2412 fclose (tempfile);
2727 2413
2728 op = get_object (); 2414 op = object::create ();
2729 2415
2730 object_thawer thawer (filename); 2416 object_thawer thawer (filename);
2731 2417
2732 if (thawer) 2418 if (thawer)
2733 load_object (thawer, op, 0); 2419 load_object (thawer, op, 0);
2743 * returns NULL if no match. 2429 * returns NULL if no match.
2744 */ 2430 */
2745object * 2431object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2433{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2436 return tmp;
2754 2437
2755 return NULL; 2438 return 0;
2756} 2439}
2757 2440
2758/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2442 * otherwise return NULL.
2760 * 2443 *
2762 * do the desired thing. 2445 * do the desired thing.
2763 */ 2446 */
2764key_value * 2447key_value *
2765get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2766{ 2449{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2451 if (link->key == key)
2773 {
2774 return link; 2452 return link;
2775 }
2776 }
2777 2453
2778 return NULL; 2454 return 0;
2779} 2455}
2780 2456
2781/* 2457/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2459 *
2786 * The returned string is shared. 2462 * The returned string is shared.
2787 */ 2463 */
2788const char * 2464const char *
2789get_ob_key_value (const object *op, const char *const key) 2465get_ob_key_value (const object *op, const char *const key)
2790{ 2466{
2791 key_value * 2467 key_value *link;
2792 link; 2468 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2469
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2470 if (!canonical_key)
2799 { 2471 {
2800 /* 1. There being a field named key on any object 2472 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2473 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2474 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2475 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2476 */
2805 return NULL; 2477 return 0;
2806 } 2478 }
2807 2479
2808 /* This is copied from get_ob_key_link() above - 2480 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2481 * only 4 lines, and saves the function call overhead.
2810 */ 2482 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2483 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2484 if (link->key == canonical_key)
2814 {
2815 return link->value; 2485 return link->value;
2816 } 2486
2817 }
2818 return NULL; 2487 return 0;
2819} 2488}
2820 2489
2821 2490
2822/* 2491/*
2823 * Updates the canonical_key in op to value. 2492 * Updates the canonical_key in op to value.
2830 * Returns TRUE on success. 2499 * Returns TRUE on success.
2831 */ 2500 */
2832int 2501int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2503{
2835 key_value *
2836 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2837 2505
2838 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2507 {
2840 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2841 { 2509 {
2869 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2870 2538
2871 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2872 2540
2873 if (!add_key) 2541 if (!add_key)
2874 {
2875 return FALSE; 2542 return FALSE;
2876 } 2543
2877 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2881 * should pass in "" 2548 * should pass in ""
2908{ 2575{
2909 shstr key_ (key); 2576 shstr key_ (key);
2910 2577
2911 return set_ob_key_value_s (op, key_, value, add_key); 2578 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2579}
2580
2581object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container)
2583{
2584 while (item->inv)
2585 item = item->inv;
2586}
2587
2588void
2589object::depth_iterator::next ()
2590{
2591 if (item->below)
2592 {
2593 item = item->below;
2594
2595 while (item->inv)
2596 item = item->inv;
2597 }
2598 else
2599 item = item->env;
2600}
2601
2602// return a suitable string describing an objetc in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char info2[256 * 3];
2607 char *p = info;
2608
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2610 count,
2611 &name,
2612 title ? " " : "",
2613 title ? (const char *)title : "");
2614
2615 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617
2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2620
2621 return info;
2622}
2623
2624const char *
2625object::debug_desc () const
2626{
2627 static char info[256 * 3];
2628 return debug_desc (info);
2629}
2630

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