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Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

16 16
17 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
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 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>
22*/ 22*/
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <skills.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
37 40
38object *objects; /* Pointer to the list of used objects */
39object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 45};
50int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 55};
54 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 135static int
57compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
58{ 137{
59 key_value *wants_field; 138 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
64 */ 143 */
65 144
66 /* For each field in wants, */ 145 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 147 {
69 key_value *has_field; 148 key_value *has_field;
70 149
71 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
106 * 185 *
107 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
110 * 189 *
111 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
112 * 191 *
113 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
114 * check weight 193 * check weight
115 */ 194 */
116
117bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 250 return 0;
177 251
178 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 253 * check all objects in the inventory.
180 */ 254 */
183 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 259 return 0;
186 260
187 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 263 return 0;
190 264
191 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 266 * if it is valid.
193 */ 267 */
202 276
203 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
205 * check? 279 * check?
206 */ 280 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 282 return 0;
209 283
210 switch (ob1->type) 284 switch (ob1->type)
211 { 285 {
212 case SCROLL: 286 case SCROLL:
213 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
214 return 0; 288 return 0;
215 break; 289 break;
216 } 290 }
217 291
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
219 { 293 {
220 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
254 { 328 {
255 if (inv->inv) 329 if (inv->inv)
256 sum_weight (inv); 330 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 332 }
333
259 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
261 if (op->carrying != sum) 337 if (op->carrying != sum)
262 op->carrying = sum; 338 op->carrying = sum;
339
263 return sum; 340 return sum;
264} 341}
265 342
266/** 343/**
267 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
274 op = op->env; 351 op = op->env;
275 return op; 352 return op;
276} 353}
277 354
278/* 355/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 357 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
297 */ 359 */
298 360
299void 361char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 362dump_object (object *op)
355{ 363{
356 if (op == NULL) 364 if (!op)
357 { 365 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 366
365void 367 object_freezer freezer;
366dump_all_objects (void) 368 save_object (freezer, op, 1);
367{ 369 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 370}
376 371
377/* 372/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
399 */ 394 */
400 395
401object * 396object *
402find_object (tag_t i) 397find_object (tag_t i)
403{ 398{
404 object *op; 399 for (object *op = object::first; op; op = op->next)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 400 if (op->count == i)
408 break; 401 return op;
402
409 return op; 403 return 0;
410} 404}
411 405
412/* 406/*
413 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
416 */ 410 */
417 411
418object * 412object *
419find_object_name (const char *str) 413find_object_name (const char *str)
420{ 414{
421 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
423 417
424 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
425 if (&op->name == name) 419 if (op->name == str_)
426 break; 420 break;
427 421
428 return op; 422 return op;
429} 423}
430 424
433{ 427{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435} 429}
436 430
437/* 431/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473}
474
475/*
476 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects. 433 * skill and experience objects.
478 */ 434 */
479void 435void
480set_owner (object *op, object *owner) 436object::set_owner (object *owner)
481{ 437{
482 if (owner == NULL || op == NULL) 438 if (!owner)
483 return; 439 return;
484 440
485 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
486 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
487 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
488 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
489 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
491 */ 447 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
493 owner = owner->owner; 449 owner = owner->owner;
494 450
495 /* IF the owner still has an owner, we did not resolve to a final owner.
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner; 451 this->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 {
524 /* players don't have owners - they own themselves. Update
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return;
531 }
532
533 set_owner (op, owner);
534} 452}
535 453
536/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links. 455 * refcounts and freeing the links.
538 */ 456 */
548 } 466 }
549 467
550 op->key_values = 0; 468 op->key_values = 0;
551} 469}
552 470
553void object::clear ()
554{
555 attachable_base::clear ();
556
557 free_key_values (this);
558
559 clear_owner (this);
560
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/* 471/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
620 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
621 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
622 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
623 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
624 * will point at garbage. 477 * will point at garbage.
625 */ 478 */
626
627void 479void
628copy_object (object *op2, object *op) 480object::copy_to (object *dst)
629{ 481{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
632 484
633 op2->clone (op); 485 *(object_copy *)dst = *this;
634 486
635 if (is_freed) 487 if (is_freed)
636 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
637 if (is_removed) 490 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
639 492
640 if (op2->speed < 0) 493 if (speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
642 495
643 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
644 if (op2->key_values) 497 if (key_values)
645 { 498 {
646 key_value *tail = 0; 499 key_value *tail = 0;
647 key_value *i; 500 key_value *i;
648 501
649 op->key_values = 0; 502 dst->key_values = 0;
650 503
651 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
652 { 505 {
653 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
654 507
655 new_link->next = 0; 508 new_link->next = 0;
656 new_link->key = i->key; 509 new_link->key = i->key;
657 new_link->value = i->value; 510 new_link->value = i->value;
658 511
659 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
660 if (!op->key_values) 513 if (!dst->key_values)
661 { 514 {
662 op->key_values = new_link; 515 dst->key_values = new_link;
663 tail = new_link; 516 tail = new_link;
664 } 517 }
665 else 518 else
666 { 519 {
667 tail->next = new_link; 520 tail->next = new_link;
668 tail = new_link; 521 tail = new_link;
669 } 522 }
670 } 523 }
671 } 524 }
672 525
673 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
674} 535}
675 536
676/* 537/*
677 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
680 */ 541 */
681
682void 542void
683update_turn_face (object *op) 543update_turn_face (object *op)
684{ 544{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
686 return; 546 return;
547
687 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
689} 550}
690 551
691/* 552/*
692 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
693 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
694 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
695 */ 556 */
696
697void 557void
698update_ob_speed (object *op) 558object::set_speed (float speed)
699{ 559{
700 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 { 561 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0; 563 speed = 0;
713#endif
714 }
715 if (arch_init)
716 { 564 }
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724 565
725 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
726 * of the list. */ 567
727 op->active_next = active_objects; 568 if (has_active_speed ())
728 if (op->active_next != NULL) 569 activate ();
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 570 else
733 { 571 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 572}
754 573
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 574/*
787 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
789 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
790 * invisible object, etc...) 578 * invisible object, etc...)
791 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
792 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
793 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
794 * 582 *
795 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 584 * current action are:
801 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
803 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
804 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
805 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
806 */ 590 */
807
808void 591void
809update_object (object *op, int action) 592update_object (object *op, int action)
810{ 593{
811 int update_now = 0, flags;
812 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
813 595
814 if (op == NULL) 596 if (op == NULL)
815 { 597 {
816 /* this should never happen */ 598 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
818 return; 600 return;
819 } 601 }
820 602
821 if (op->env != NULL) 603 if (op->env)
822 { 604 {
823 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
824 * to do in this case. 606 * to do in this case.
825 */ 607 */
826 return; 608 return;
831 */ 613 */
832 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return; 615 return;
834 616
835 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
837 { 619 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 621#ifdef MANY_CORES
840 abort (); 622 abort ();
841#endif 623#endif
842 return; 624 return;
843 } 625 }
844 626
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
852 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
853 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
858 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
859 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now. 644 * to have move_allow right now.
877 */ 645 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
880 648 m.flags_ = 0;
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 } 649 }
884 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 652 * that is being removed.
887 */ 653 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 655 m.flags_ = 0;
890 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 657 /* Nothing to do for that case */ ;
892 else 658 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 660
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 661 if (op->more)
902 update_object (op->more, action); 662 update_object (op->more, action);
903} 663}
904 664
905static unordered_vector<object *> mortals; 665object *object::first;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918}
919 666
920object::object () 667object::object ()
921{ 668{
922 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
923 670
924 expmul = 1.0; 671 expmul = 1.0;
925 face = blank_face; 672 face = blank_face;
926 attacked_by_count = -1;
927} 673}
928 674
929object::~object () 675object::~object ()
930{ 676{
931 free_key_values (this); 677 free_key_values (this);
932} 678}
933 679
934void object::link () 680void object::link ()
935{ 681{
936 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
937 684
938 prev = 0; 685 prev = 0;
939 next = objects; 686 next = object::first;
940 687
941 if (objects) 688 if (object::first)
942 objects->prev = this; 689 object::first->prev = this;
943 690
944 objects = this; 691 object::first = this;
945} 692}
946 693
947void object::unlink () 694void object::unlink ()
948{ 695{
949 count = 0; 696 if (this == object::first)
697 object::first = next;
950 698
951 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
955 prev = 0; 703 prev = 0;
956 }
957
958 if (next)
959 {
960 next->prev = prev;
961 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
962 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
963 725
964 if (this == objects) 726 if (active_next)
965 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
966} 839}
967 840
968object *object::create () 841object *object::create ()
969{ 842{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 843 object *op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link (); 844 op->link ();
983 return op; 845 return op;
984} 846}
985 847
986/* 848void
987 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 850{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 851 if (flag [FLAG_IS_LINKED])
999 { 852 remove_button_link (this);
1000 LOG (llevDebug, "Free object called with non removed object\n");
1001 dump_object (this);
1002#ifdef MANY_CORES
1003 abort ();
1004#endif
1005 }
1006 853
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 854 if (flag [FLAG_FRIENDLY])
1008 {
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1010 remove_friendly_object (this); 855 remove_friendly_object (this);
1011 }
1012 856
1013 if (QUERY_FLAG (this, FLAG_FREED)) 857 if (!flag [FLAG_REMOVED])
1014 { 858 remove ();
1015 dump_object (this); 859
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 860 if (flag [FLAG_FREED])
1017 return; 861 return;
862
863 set_speed (0);
864
865 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
1018 } 886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
1019 894
1020 if (more) 895 if (more)
1021 { 896 {
1022 more->free (free_inventory); 897 more->destroy ();
1023 more = 0; 898 more = 0;
1024 } 899 }
1025 900
1026 if (inv) 901 // clear those pointers that likely might have circular references to us
1027 { 902 owner = 0;
1028 /* Only if the space blocks everything do we not process - 903 enemy = 0;
1029 * if some form of movement is allowed, let objects 904 attacked_by = 0;
1030 * drop on that space.
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036 905
1037 while (op) 906 // only relevant for players(?), but make sure of it anyways
1038 { 907 contr = 0;
1039 object * 908}
1040 tmp = op->below;
1041 909
1042 remove_ob (op); 910void
1043 op->free (free_inventory); 911object::destroy (bool destroy_inventory)
1044 op = tmp; 912{
1045 } 913 if (destroyed ())
1046 } 914 return;
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051 915
1052 while (op) 916 if (destroy_inventory)
1053 { 917 destroy_inv (false);
1054 object *
1055 tmp = op->below;
1056 918
1057 remove_ob (op); 919 attachable::destroy ();
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085} 920}
1086 921
1087/* 922/*
1088 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1090 */ 925 */
1091
1092void 926void
1093sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1094{ 928{
1095 while (op != NULL) 929 while (op != NULL)
1096 { 930 {
1097 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 } 933
1101 op->carrying -= weight; 934 op->carrying -= weight;
1102 op = op->env; 935 op = op->env;
1103 } 936 }
1104} 937}
1105 938
1106/* remove_ob(op): 939/* op->remove ():
1107 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1108 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1109 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 944 * the previous environment.
1112 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1113 */ 946 */
1114
1115void 947void
1116remove_ob (object *op) 948object::remove ()
1117{ 949{
1118 object *tmp, *last = NULL; 950 object *tmp, *last = 0;
1119 object *otmp; 951 object *otmp;
1120 952
1121 tag_t tag;
1122 int check_walk_off;
1123 mapstruct *m;
1124
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1128 { 954 return;
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 955
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
958
959 if (more)
960 more->remove ();
1149 961
1150 /* 962 /*
1151 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1152 * inventory. 964 * inventory.
1153 */ 965 */
1154 if (op->env != NULL) 966 if (env)
1155 { 967 {
1156 if (op->nrof) 968 if (nrof)
1157 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1158 else 970 else
1159 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1160 972
1161 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1162 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 975 * to save cpu time.
1164 */ 976 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp); 978 otmp->update_stats ();
1167 979
1168 if (op->above != NULL) 980 if (above)
1169 op->above->below = op->below; 981 above->below = below;
1170 else 982 else
1171 op->env->inv = op->below; 983 env->inv = below;
1172 984
1173 if (op->below != NULL) 985 if (below)
1174 op->below->above = op->above; 986 below->above = above;
1175 987
1176 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1177 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1178 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1179 */ 991 */
1180 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1181 op->map = op->env->map; 993 map = env->map;
1182 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1183 op->env = NULL; 995 env = 0;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 { 996 }
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 997 else if (map)
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 } 998 {
1205 if (op->map != m) 999 if (type == PLAYER)
1206 { 1000 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1001 --map->players;
1208 op->map->path, m->path, op->x, op->y, x, y); 1002 map->touch ();
1209 } 1003 }
1210 1004
1211 /* Re did the following section of code - it looks like it had 1005 map->dirty = true;
1212 * lots of logic for things we no longer care about
1213 */
1214 1006
1215 /* link the object above us */ 1007 /* link the object above us */
1216 if (op->above) 1008 if (above)
1217 op->above->below = op->below; 1009 above->below = below;
1218 else 1010 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1220 1012
1221 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1222 if (op->below) 1014 if (below)
1223 op->below->above = op->above; 1015 below->above = above;
1224 else 1016 else
1225 { 1017 {
1226 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1227 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1228 * evident 1020 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */ 1021 */
1263 if (tmp->container == op) 1022 if (GET_MAP_OB (map, x, y) != this)
1264 { 1023 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 1024 char *dump = dump_object (this);
1266 tmp->container = NULL; 1025 LOG (llevError,
1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1267 } 1031 }
1268 1032
1269 tmp->contr->socket.update_look = 1; 1033 map->at (x, y).bot = above; /* goes on above it. */
1270 }
1271 /* See if player moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273 { 1034 }
1274 move_apply (tmp, op, NULL);
1275 1035
1276 if (was_destroyed (op, tag)) 1036 above = 0;
1037 below = 0;
1038
1039 if (map->in_memory == MAP_SAVING)
1040 return;
1041
1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1043
1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1045 {
1046 /* No point updating the players look faces if he is the object
1047 * being removed.
1048 */
1049
1050 if (tmp->type == PLAYER && tmp != this)
1277 { 1051 {
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1052 /* If a container that the player is currently using somehow gets
1053 * removed (most likely destroyed), update the player view
1054 * appropriately.
1055 */
1056 if (tmp->container == this)
1057 {
1058 flag [FLAG_APPLIED] = 0;
1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1279 } 1064 }
1065
1066 /* See if object moving off should effect something */
1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 {
1071 move_apply (tmp, this, 0);
1072
1073 if (destroyed ())
1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1280 } 1075 }
1281 1076
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1284 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1285 tmp->above = NULL; 1080 tmp->above = 0;
1286 1081
1287 last = tmp; 1082 last = tmp;
1288 } 1083 }
1289 1084
1290 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1291 if (last == NULL) 1086 //TODO: this makes little sense, why only update the topmost object?
1292 { 1087 if (!last)
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 map->at (x, y).flags_ = 0;
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else 1089 else
1302 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1303 1091
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1094 }
1306} 1095}
1307 1096
1308/* 1097/*
1309 * merge_ob(op,top): 1098 * merge_ob(op,top):
1310 * 1099 *
1311 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1101 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */ 1104 */
1316
1317object * 1105object *
1318merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1319{ 1107{
1320 if (!op->nrof) 1108 if (!op->nrof)
1321 return 0; 1109 return 0;
1322 if (top == NULL) 1110
1111 if (top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1324 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1325 { 1116 {
1326 if (top == op) 1117 if (top == op)
1327 continue; 1118 continue;
1328 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1329 { 1121 {
1330 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1331 1123
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op); 1126 op->destroy ();
1335 free_object (op);
1336 return top; 1127 return top;
1337 } 1128 }
1338 } 1129 }
1130
1339 return NULL; 1131 return 0;
1340} 1132}
1341 1133
1342/* 1134/*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1344 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1345 */ 1137 */
1346object * 1138object *
1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1348{ 1140{
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1142 {
1356 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1357 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1358 } 1145 }
1146
1359 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1360} 1148}
1361 1149
1362/* 1150/*
1363 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1165 * Return value:
1378 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1168 * just 'op' otherwise
1381 */ 1169 */
1382
1383object * 1170object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1172{
1386 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1387 sint16 x, y; 1174 sint16 x, y;
1388 1175
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1176 if (QUERY_FLAG (op, FLAG_FREED))
1390 { 1177 {
1391 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL; 1179 return NULL;
1393 } 1180 }
1394 1181
1395 if (m == NULL) 1182 if (!m)
1396 { 1183 {
1397 dump_object (op); 1184 char *dump = dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1399 return op; 1187 return op;
1400 } 1188 }
1401 1189
1402 if (out_of_map (m, op->x, op->y)) 1190 if (out_of_map (m, op->x, op->y))
1403 { 1191 {
1404 dump_object (op); 1192 char *dump = dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1406#ifdef MANY_CORES 1194#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted. 1197 * improperly inserted.
1410 */ 1198 */
1411 abort (); 1199 abort ();
1412#endif 1200#endif
1201 free (dump);
1413 return op; 1202 return op;
1414 } 1203 }
1415 1204
1416 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 { 1206 {
1418 dump_object (op); 1207 char *dump = dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1420 return op; 1210 return op;
1421 } 1211 }
1422 1212
1423 if (op->more != NULL) 1213 if (op->more)
1424 { 1214 {
1425 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1426 1216
1427 object *more = op->more; 1217 object *more = op->more;
1428 1218
1429 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1430 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1431 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1433 */ 1223 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map) 1226 else if (!more->map)
1437 { 1227 {
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 { 1235 {
1446 if (!op->head) 1236 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448 1238
1449 return NULL; 1239 return 0;
1450 } 1240 }
1451 } 1241 }
1452 1242
1453 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1244
1461 y = op->y; 1251 y = op->y;
1462 1252
1463 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1464 */ 1254 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1468 { 1258 {
1469 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1260 tmp->destroy ();
1471 free_object (tmp);
1472 } 1261 }
1473 1262
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1265
1489 op->below = originator->below; 1278 op->below = originator->below;
1490 1279
1491 if (op->below) 1280 if (op->below)
1492 op->below->above = op; 1281 op->below->above = op;
1493 else 1282 else
1494 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1495 1284
1496 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1497 originator->below = op; 1286 originator->below = op;
1498 } 1287 }
1499 else 1288 else
1500 { 1289 {
1501 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1503 { 1292 {
1504 object *last = NULL; 1293 object *last = 0;
1505 1294
1506 /* 1295 /*
1507 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1513 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1517 */ 1306 */
1518
1519 while (top != NULL) 1307 while (top)
1520 { 1308 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522 floor = top; 1310 floor = top;
1523 1311
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1545 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1335 * stacking is a bit odd.
1548 */ 1336 */
1549 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551 { 1339 {
1552 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1342 break;
1555 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1577 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578 1366
1579 if (op->above) 1367 if (op->above)
1580 op->above->below = op; 1368 op->above->below = op;
1581 1369
1582 op->below = NULL; 1370 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1584 } 1372 }
1585 else 1373 else
1586 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1587 op->above = top->above; 1375 op->above = top->above;
1588 1376
1591 1379
1592 op->below = top; 1380 op->below = top;
1593 top->above = op; 1381 top->above = op;
1594 } 1382 }
1595 1383
1596 if (op->above == NULL) 1384 if (!op->above)
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1598 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1599 1387
1600 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1601 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1602 1396
1603 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1604 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1605 */ 1399 */
1606 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1401 if (object *pl = op->ms ().player ())
1608 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1609 tmp->contr->socket.update_look = 1; 1403 pl->contr->ns->floorbox_update ();
1610 1404
1611 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1613 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1614 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1412 * of effect may be sufficient.
1619 */ 1413 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1622 1416
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1625 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1626 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1627 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1628 * 1424 *
1629 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1428 * update_object().
1634 1430
1635 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 { 1433 {
1638 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1639 return NULL; 1435 return 0;
1640 1436
1641 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1642 * walk on's. 1438 * walk on's.
1643 */ 1439 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1646 return NULL; 1442 return 0;
1647 } 1443 }
1648 1444
1649 return op; 1445 return op;
1650} 1446}
1651 1447
1652/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1655 */ 1451 */
1656void 1452void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1454{
1659 object *tmp;
1660 object *tmp1; 1455 object *tmp, *tmp1;
1661 1456
1662 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1663 1458
1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 { 1461 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1462
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1674 1464
1675 tmp1->x = op->x; 1465 tmp1->x = op->x;
1676 tmp1->y = op->y; 1466 tmp1->y = op->y;
1677 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1678} 1474}
1679 1475
1680/* 1476/*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array. 1481 * global static errmsg array.
1686 */ 1482 */
1687
1688object * 1483object *
1689get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1690{ 1485{
1691 object * 1486 object *newob;
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695 1488
1696 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1697 { 1490 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL; 1492 return NULL;
1700 } 1493 }
1494
1701 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1702 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1703 { 1498 orig_ob->destroy (1);
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed) 1499 else if (!is_removed)
1709 { 1500 {
1710 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL; 1507 return NULL;
1717 } 1508 }
1718 } 1509 }
1510
1719 newob->nrof = nr; 1511 newob->nrof = nr;
1720 1512
1721 return newob; 1513 return newob;
1722} 1514}
1723 1515
1730 */ 1522 */
1731 1523
1732object * 1524object *
1733decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1734{ 1526{
1735 object * 1527 object *tmp;
1736 tmp;
1737 player *
1738 pl;
1739 1528
1740 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1530 return op;
1742 1531
1743 if (i > op->nrof) 1532 if (i > op->nrof)
1744 i = op->nrof; 1533 i = op->nrof;
1745 1534
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i; 1536 op->nrof -= i;
1749 }
1750 else if (op->env != NULL) 1537 else if (op->env)
1751 { 1538 {
1752 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1753 * therein? 1540 * therein?
1754 */ 1541 */
1755 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1756 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player. 1547 * and then searching the map for a player.
1761 */ 1548 */
1762 if (!tmp) 1549 if (!tmp)
1763 { 1550 for_all_players (pl)
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1766 break; 1554 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 } 1555 }
1772 1556
1773 if (i < op->nrof) 1557 if (i < op->nrof)
1774 { 1558 {
1775 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i; 1560 op->nrof -= i;
1777 if (tmp) 1561 if (tmp)
1778 {
1779 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1780 }
1781 } 1563 }
1782 else 1564 else
1783 { 1565 {
1784 remove_ob (op); 1566 op->remove ();
1785 op->nrof = 0; 1567 op->nrof = 0;
1786 if (tmp) 1568 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1789 }
1790 } 1570 }
1791 } 1571 }
1792 else 1572 else
1793 { 1573 {
1794 object *
1795 above = op->above; 1574 object *above = op->above;
1796 1575
1797 if (i < op->nrof) 1576 if (i < op->nrof)
1798 {
1799 op->nrof -= i; 1577 op->nrof -= i;
1800 }
1801 else 1578 else
1802 { 1579 {
1803 remove_ob (op); 1580 op->remove ();
1804 op->nrof = 0; 1581 op->nrof = 0;
1805 } 1582 }
1583
1806 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1808 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1809 { 1587 {
1810 if (op->nrof) 1588 if (op->nrof)
1811 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1812 else 1590 else
1813 esrv_del_item (tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1814 } 1592 }
1815 } 1593 }
1816 1594
1817 if (op->nrof) 1595 if (op->nrof)
1818 {
1819 return op; 1596 return op;
1820 }
1821 else 1597 else
1822 { 1598 {
1823 free_object (op); 1599 op->destroy ();
1824 return NULL; 1600 return 0;
1825 } 1601 }
1826} 1602}
1827 1603
1828/* 1604/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1834add_weight (object *op, signed long weight) 1610add_weight (object *op, signed long weight)
1835{ 1611{
1836 while (op != NULL) 1612 while (op != NULL)
1837 { 1613 {
1838 if (op->type == CONTAINER) 1614 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 } 1616
1842 op->carrying += weight; 1617 op->carrying += weight;
1843 op = op->env; 1618 op = op->env;
1844 } 1619 }
1845} 1620}
1846 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1847/* 1642/*
1848 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1849 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1850 * inside the object environment. 1645 * inside the object environment.
1851 * 1646 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1859 */ 1649 */
1860 1650
1861object * 1651object *
1862insert_ob_in_ob (object *op, object *where) 1652object::insert (object *op)
1863{ 1653{
1864 object * 1654 object *tmp, *otmp;
1865 tmp, *
1866 otmp;
1867 1655
1868 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 { 1657 op->remove ();
1870 dump_object (op); 1658
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1659 if (op->more)
1886 { 1660 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op; 1662 return op;
1889 } 1663 }
1664
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1892 if (op->nrof) 1667 if (op->nrof)
1893 { 1668 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1896 { 1671 {
1897 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1673 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1902 */ 1677 */
1903 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1906 op = tmp; 1681 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break; 1684 break;
1910 } 1685 }
1911 1686
1912 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1916 * the linking below 1691 * the linking below
1917 */ 1692 */
1918 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1919 } 1694 }
1920 else 1695 else
1921 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1922 1697
1923 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1924 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp); 1701 otmp->update_stats ();
1928 }
1929 1702
1930 op->map = NULL; 1703 op->map = 0;
1931 op->env = where; 1704 op->env = this;
1932 op->above = NULL; 1705 op->above = 0;
1933 op->below = NULL; 1706 op->below = 0;
1934 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1935 1708
1936 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1938 { 1711 {
1939#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1943 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1944 } 1717 }
1945 1718
1946 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1947 * It sure simplifies this function... 1720 * It sure simplifies this function...
1948 */ 1721 */
1949 if (where->inv == NULL) 1722 if (!inv)
1950 where->inv = op; 1723 inv = op;
1951 else 1724 else
1952 { 1725 {
1953 op->below = where->inv; 1726 op->below = inv;
1954 op->below->above = op; 1727 op->below->above = op;
1955 where->inv = op; 1728 inv = op;
1956 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1957 return op; 1733 return op;
1958} 1734}
1959 1735
1960/* 1736/*
1961 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1975 * 1751 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1977 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top. 1754 * on top.
1979 */ 1755 */
1980
1981int 1756int
1982check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1983{ 1758{
1984 object *tmp; 1759 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1760 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1761 int x = op->x, y = op->y;
1988 1762
1989 MoveType move_on, move_slow, move_block; 1763 MoveType move_on, move_slow, move_block;
1990 1764
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1766 return 0;
1993
1994 tag = op->count;
1995 1767
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999 1771
2015 1787
2016 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
2018 */ 1790 */
2019 1791
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2021 { 1793 {
2022 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them. 1796 * we don't need to check all of them.
2025 */ 1797 */
2042 { 1814 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1817 {
2046 1818
1819 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1820 diff = tmp->move_slow_penalty * FABS (op->speed);
2048 1821
2049 if (op->type == PLAYER) 1822 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1825 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1834 {
2062 move_apply (tmp, op, originator); 1835 move_apply (tmp, op, originator);
2063 1836
2064 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
2065 return 1; 1838 return 1;
2066 1839
2067 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
2079/* 1852/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2083 */ 1856 */
2084
2085object * 1857object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1859{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
2092 { 1861 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1863 return NULL;
2095 } 1864 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2097 if (tmp->arch == at) 1867 if (tmp->arch == at)
2098 return tmp; 1868 return tmp;
1869
2099 return NULL; 1870 return NULL;
2100} 1871}
2101 1872
2102/* 1873/*
2103 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2106 */ 1877 */
2107
2108object * 1878object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
2110{ 1880{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2115 { 1882 {
2116 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1884 return NULL;
2118 } 1885 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2120 if (tmp->type == type) 1888 if (tmp->type == type)
2121 return tmp; 1889 return tmp;
1890
2122 return NULL; 1891 return NULL;
2123} 1892}
2124 1893
2125/* 1894/*
2126 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2129 */ 1898 */
2130
2131object * 1899object *
2132present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2133{ 1901{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1903 if (tmp->type == type)
2139 return tmp; 1904 return tmp;
1905
2140 return NULL; 1906 return NULL;
2141} 1907}
2142 1908
2143/* 1909/*
2144 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1921 * to be unique.
2156 */ 1922 */
2157
2158object * 1923object *
2159present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
2160{ 1925{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1928 return tmp;
2168 } 1929
2169 return NULL; 1930 return 0;
2170} 1931}
2171 1932
2172/* 1933/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2176 */ 1937 */
2177
2178object * 1938object *
2179present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2180{ 1940{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at) 1942 if (tmp->arch == at)
2186 return tmp; 1943 return tmp;
1944
2187 return NULL; 1945 return NULL;
2188} 1946}
2189 1947
2190/* 1948/*
2191 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2192 */ 1950 */
2193void 1951void
2194flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2195{ 1953{
2196 object *
2197 tmp;
2198
2199 if (op->inv) 1954 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 { 1956 {
2202 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2204 } 1959 }
2205} /* 1960}
1961
1962/*
2206 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2207 */ 1964 */
2208void 1965void
2209unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2210{ 1967{
2211 object *
2212 tmp;
2213
2214 if (op->inv) 1968 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 { 1970 {
2217 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2219 } 1973 }
2220} 1974}
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2226 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2227 */ 1981 */
2228
2229void 1982void
2230set_cheat (object *op) 1983set_cheat (object *op)
2231{ 1984{
2232 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2252 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2253 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2254 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc. 2008 * customized, changed states, etc.
2256 */ 2009 */
2257
2258int 2010int
2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2260{ 2012{
2261 int
2262 i,
2263 index = 0, flag; 2013 int index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2266 2015
2267 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2268 { 2017 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2270 if (!flag) 2019 if (!flag)
2271 altern[index++] = i; 2020 altern [index++] = i;
2272 2021
2273 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2274 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2275 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2276 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2277 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2280 */ 2029 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2282 stop = maxfree[i]; 2031 stop = maxfree[i];
2283 } 2032 }
2033
2284 if (!index) 2034 if (!index)
2285 return -1; 2035 return -1;
2036
2286 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2287} 2038}
2288 2039
2289/* 2040/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2293 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */ 2045 */
2295
2296int 2046int
2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2298{ 2048{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2305 return i; 2051 return i;
2306 } 2052
2307 return -1; 2053 return -1;
2308} 2054}
2309 2055
2310/* 2056/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2060 */
2314static void 2061static void
2315permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2316{ 2063{
2317 int 2064 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2065 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2066
2328 tmp = arr[i]; 2067 while (--end)
2329 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2069}
2333 2070
2334/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2077 */
2341void 2078void
2342get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2343{ 2080{
2344 int 2081 int i;
2345 i;
2346 2082
2347 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2084 search_arr[i] = i;
2350 }
2351 2085
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2089}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2101 * there is capable of.
2368 */ 2102 */
2369
2370int 2103int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2105{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2376 sint16 2107
2377 nx, 2108 sint16 nx, ny;
2378 ny;
2379 object * 2109 object *tmp;
2380 tmp; 2110 maptile *mp;
2381 mapstruct * 2111
2382 mp; 2112 MoveType blocked, move_type;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2113
2387 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2388 { 2115 {
2389 exclude = exclude->head; 2116 exclude = exclude->head;
2390 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2400 mp = m; 2127 mp = m;
2401 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2403 2130
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2405 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2134 max = maxfree[i];
2408 }
2409 else 2135 else
2410 { 2136 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2412 2140
2413 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2142 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2418 { 2144 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break; 2148 break;
2424 } 2149
2425 }
2426 if (tmp) 2150 if (tmp)
2427 {
2428 return freedir[i]; 2151 return freedir[i];
2429 }
2430 } 2152 }
2431 } 2153 }
2432 } 2154 }
2155
2433 return 0; 2156 return 0;
2434} 2157}
2435 2158
2436/* 2159/*
2437 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2161 * distance between the two given objects.
2439 */ 2162 */
2440
2441int 2163int
2442distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2443{ 2165{
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449} 2167}
2450 2168
2451/* 2169/*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2453 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2454 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2455 */ 2173 */
2456
2457int 2174int
2458find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2459{ 2176{
2460 int 2177 int q;
2461 q;
2462 2178
2463 if (y) 2179 if (y)
2464 q = x * 100 / y; 2180 q = x * 100 / y;
2465 else if (x) 2181 else if (x)
2466 q = -300 * x; 2182 q = -300 * x;
2501int 2217int
2502absdir (int d) 2218absdir (int d)
2503{ 2219{
2504 while (d < 1) 2220 while (d < 1)
2505 d += 8; 2221 d += 8;
2222
2506 while (d > 8) 2223 while (d > 8)
2507 d -= 8; 2224 d -= 8;
2225
2508 return d; 2226 return d;
2509} 2227}
2510 2228
2511/* 2229/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 */ 2232 */
2515 2233
2516int 2234int
2517dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2518{ 2236{
2519 int 2237 int d;
2520 d;
2521 2238
2522 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2523 if (d > 4) 2240 if (d > 4)
2524 d = 8 - d; 2241 d = 8 - d;
2242
2525 return d; 2243 return d;
2526} 2244}
2527 2245
2528/* peterm: 2246/* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2532 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2533 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2534 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2535 * functions. 2253 * functions.
2536 */ 2254 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2310 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2596 */ 2312 */
2597
2598
2599int 2313int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2315{
2602 sint16 2316 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2317 int mflags;
2607 2318
2608 if (dir < 0) 2319 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2610 2321
2611 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2624 return 0; 2335 return 0;
2625 2336
2626 /* yes, can see. */ 2337 /* yes, can see. */
2627 if (dir < 9) 2338 if (dir < 9)
2628 return 1; 2339 return 1;
2340
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2344}
2632
2633
2634 2345
2635/* 2346/*
2636 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2637 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2363}
2653 2364
2654
2655/* 2365/*
2656 * create clone from object to another 2366 * create clone from object to another
2657 */ 2367 */
2658object * 2368object *
2659object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2660{ 2370{
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2663 2372
2664 if (!asrc) 2373 if (!asrc)
2665 return NULL; 2374 return 0;
2375
2666 src = asrc; 2376 src = asrc;
2667 if (src->head) 2377 if (src->head)
2668 src = src->head; 2378 src = src->head;
2669 2379
2670 prev = NULL; 2380 prev = 0;
2671 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2672 { 2382 {
2673 tmp = get_object (); 2383 tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x; 2384 tmp->x -= src->x;
2676 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2677 if (!part->head) 2387 if (!part->head)
2678 { 2388 {
2679 dst = tmp; 2389 dst = tmp;
2680 tmp->head = NULL; 2390 tmp->head = 0;
2681 } 2391 }
2682 else 2392 else
2683 {
2684 tmp->head = dst; 2393 tmp->head = dst;
2685 } 2394
2686 tmp->more = NULL; 2395 tmp->more = 0;
2396
2687 if (prev) 2397 if (prev)
2688 prev->more = tmp; 2398 prev->more = tmp;
2399
2689 prev = tmp; 2400 prev = tmp;
2690 } 2401 }
2691 2402
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2405
2698 return dst; 2406 return dst;
2699} 2407}
2700 2408
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2721
2722object * 2415object *
2723load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2724{ 2417{
2725 object * 2418 object *op;
2726 op;
2727 char
2728 filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2729 2420
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731 2422
2732 FILE *
2733 tempfile = fopen (filename, "w"); 2423 FILE *tempfile = fopen (filename, "w");
2734 2424
2735 if (tempfile == NULL) 2425 if (tempfile == NULL)
2736 { 2426 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL; 2428 return NULL;
2739 }; 2429 }
2430
2740 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2432 fclose (tempfile);
2742 2433
2743 op = get_object (); 2434 op = object::create ();
2744 2435
2745 object_thawer 2436 object_thawer thawer (filename);
2746 thawer (filename);
2747 2437
2748 if (thawer) 2438 if (thawer)
2749 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2750 2440
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 * returns NULL if no match. 2449 * returns NULL if no match.
2760 */ 2450 */
2761object * 2451object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2453{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2456 return tmp;
2770 2457
2771 return NULL; 2458 return 0;
2772} 2459}
2773 2460
2774/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2462 * otherwise return NULL.
2776 * 2463 *
2778 * do the desired thing. 2465 * do the desired thing.
2779 */ 2466 */
2780key_value * 2467key_value *
2781get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2782{ 2469{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2471 if (link->key == key)
2789 {
2790 return link; 2472 return link;
2791 }
2792 }
2793 2473
2794 return NULL; 2474 return 0;
2795} 2475}
2796 2476
2797/* 2477/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2479 *
2802 * The returned string is shared. 2482 * The returned string is shared.
2803 */ 2483 */
2804const char * 2484const char *
2805get_ob_key_value (const object *op, const char *const key) 2485get_ob_key_value (const object *op, const char *const key)
2806{ 2486{
2807 key_value * 2487 key_value *link;
2808 link; 2488 shstr_cmp canonical_key (key);
2809 const char *
2810 canonical_key;
2811 2489
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL) 2490 if (!canonical_key)
2815 { 2491 {
2816 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2820 */ 2496 */
2821 return NULL; 2497 return 0;
2822 } 2498 }
2823 2499
2824 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2826 */ 2502 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2503 for (link = op->key_values; link; link = link->next)
2828 {
2829 if (link->key == canonical_key) 2504 if (link->key == canonical_key)
2830 {
2831 return link->value; 2505 return link->value;
2832 } 2506
2833 }
2834 return NULL; 2507 return 0;
2835} 2508}
2836 2509
2837 2510
2838/* 2511/*
2839 * Updates the canonical_key in op to value. 2512 * Updates the canonical_key in op to value.
2846 * Returns TRUE on success. 2519 * Returns TRUE on success.
2847 */ 2520 */
2848int 2521int
2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{ 2523{
2851 key_value *
2852 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2853 2525
2854 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2855 { 2527 {
2856 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2857 { 2529 {
2875 if (last) 2547 if (last)
2876 last->next = field->next; 2548 last->next = field->next;
2877 else 2549 else
2878 op->key_values = field->next; 2550 op->key_values = field->next;
2879 2551
2880 delete
2881 field; 2552 delete field;
2882 } 2553 }
2883 } 2554 }
2884 return TRUE; 2555 return TRUE;
2885 } 2556 }
2886 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2887 2558
2888 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2889 2560
2890 if (!add_key) 2561 if (!add_key)
2891 {
2892 return FALSE; 2562 return FALSE;
2893 } 2563
2894 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2898 * should pass in "" 2568 * should pass in ""
2921 * Returns TRUE on success. 2591 * Returns TRUE on success.
2922 */ 2592 */
2923int 2593int
2924set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2594set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925{ 2595{
2926 shstr
2927 key_ (key); 2596 shstr key_ (key);
2928 2597
2929 return set_ob_key_value_s (op, key_, value, add_key); 2598 return set_ob_key_value_s (op, key_, value, add_key);
2930} 2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620}
2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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