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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
16 17
17 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23*/
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <skills.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 57};
54 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
213 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
214 return 0; 290 return 0;
215 break; 291 break;
216 } 292 }
217 293
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
219 { 295 {
220 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
254 { 330 {
255 if (inv->inv) 331 if (inv->inv)
256 sum_weight (inv); 332 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 334 }
335
259 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
261 if (op->carrying != sum) 339 if (op->carrying != sum)
262 op->carrying = sum; 340 op->carrying = sum;
341
263 return sum; 342 return sum;
264} 343}
265 344
266/** 345/**
267 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
274 op = op->env; 353 op = op->env;
275 return op; 354 return op;
276} 355}
277 356
278/* 357/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 359 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
297 */ 361 */
298 362
299void 363char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 364dump_object (object *op)
355{ 365{
356 if (op == NULL) 366 if (!op)
357 { 367 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 368
365void 369 object_freezer freezer;
366dump_all_objects (void) 370 save_object (freezer, op, 1);
367{ 371 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 372}
376 373
377/* 374/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
395} 392}
396 393
397/* 394/*
398 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
399 */ 396 */
400
401object * 397object *
402find_object (tag_t i) 398find_object (tag_t i)
403{ 399{
404 object *op; 400 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 401 if (op->count == i)
408 break;
409 return op; 402 return op;
403
404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417
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_all_objects (op)
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
680static int object_count;
681
934void object::link () 682void object::link ()
935{ 683{
684 assert (!index);//D
685 uuid = gen_uuid ();
936 count = ++ob_count; 686 count = ++object_count;
937 687
938 prev = 0; 688 refcnt_inc ();
939 next = objects; 689 objects.insert (this);
940
941 if (objects)
942 objects->prev = this;
943
944 objects = this;
945} 690}
946 691
947void object::unlink () 692void object::unlink ()
948{ 693{
949 count = 0; 694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
950 698
951 /* Remove this object from the list of used objects */ 699void
952 if (prev) 700object::activate ()
953 { 701{
954 prev->next = next; 702 /* If already on active list, don't do anything */
955 prev = 0; 703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
956 } 750 {
957 751 op->flag [flag] = value;
958 if (next) 752 op->set_flag_inv (flag, value);
959 { 753 }
960 next->prev = prev; 754}
961 next = 0; 755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
962 } 779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
963 791
964 if (this == objects) 792 if (op->flag [FLAG_STARTEQUIP]
965 objects = next; 793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
966} 803}
967 804
968object *object::create () 805object *object::create ()
969{ 806{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 807 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 (); 808 op->link ();
983 return op; 809 return op;
984} 810}
985 811
986/* 812void
987 * free_object() frees everything allocated by an object, removes 813object::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{ 814{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 815 attachable::do_destroy ();
999 {
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 816
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 817 if (flag [FLAG_IS_LINKED])
1008 { 818 remove_button_link (this);
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 819
820 if (flag [FLAG_FRIENDLY])
1010 remove_friendly_object (this); 821 remove_friendly_object (this);
1011 }
1012 822
1013 if (QUERY_FLAG (this, FLAG_FREED)) 823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
1014 { 838 {
1015 dump_object (this); 839 freed_map = new maptile;
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 840
1017 return; 841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
1018 } 847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
1019 855
1020 if (more) 856 if (more)
1021 { 857 {
1022 more->free (free_inventory); 858 more->destroy ();
1023 more = 0; 859 more = 0;
1024 } 860 }
1025 861
1026 if (inv) 862 // clear those pointers that likely might have circular references to us
1027 { 863 owner = 0;
1028 /* Only if the space blocks everything do we not process - 864 enemy = 0;
1029 * if some form of movement is allowed, let objects 865 attacked_by = 0;
1030 * drop on that space. 866}
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 867
1037 while (op) 868void
1038 { 869object::destroy (bool destroy_inventory)
1039 object * 870{
1040 tmp = op->below; 871 if (destroyed ())
872 return;
1041 873
1042 remove_ob (op); 874 if (destroy_inventory)
1043 op->free (free_inventory); 875 destroy_inv (false);
1044 op = tmp;
1045 }
1046 }
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051 876
1052 while (op) 877 attachable::destroy ();
1053 {
1054 object *
1055 tmp = op->below;
1056
1057 remove_ob (op);
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} 878}
1086 879
1087/* 880/*
1088 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1090 */ 883 */
1091
1092void 884void
1093sub_weight (object *op, signed long weight) 885sub_weight (object *op, signed long weight)
1094{ 886{
1095 while (op != NULL) 887 while (op != NULL)
1096 { 888 {
1097 if (op->type == CONTAINER) 889 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 } 891
1101 op->carrying -= weight; 892 op->carrying -= weight;
1102 op = op->env; 893 op = op->env;
1103 } 894 }
1104} 895}
1105 896
1106/* remove_ob(op): 897/* op->remove ():
1107 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
1109 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 902 * the previous environment.
1112 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1113 */ 904 */
1114
1115void 905void
1116remove_ob (object *op) 906object::remove ()
1117{ 907{
1118 object *tmp, *last = NULL; 908 object *tmp, *last = 0;
1119 object *otmp; 909 object *otmp;
1120 910
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)) 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1128 { 912 return;
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 913
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); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
916
917 if (more)
918 more->remove ();
1149 919
1150 /* 920 /*
1151 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1152 * inventory. 922 * inventory.
1153 */ 923 */
1154 if (op->env != NULL) 924 if (env)
1155 { 925 {
1156 if (op->nrof) 926 if (nrof)
1157 sub_weight (op->env, op->weight * op->nrof); 927 sub_weight (env, weight * nrof);
1158 else 928 else
1159 sub_weight (op->env, op->weight + op->carrying); 929 sub_weight (env, weight + carrying);
1160 930
1161 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1162 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 933 * to save cpu time.
1164 */ 934 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp); 936 otmp->update_stats ();
1167 937
1168 if (op->above != NULL) 938 if (above)
1169 op->above->below = op->below; 939 above->below = below;
1170 else 940 else
1171 op->env->inv = op->below; 941 env->inv = below;
1172 942
1173 if (op->below != NULL) 943 if (below)
1174 op->below->above = op->above; 944 below->above = above;
1175 945
1176 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1177 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1178 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
1179 */ 949 */
1180 op->x = op->env->x, op->y = op->env->y; 950 x = env->x, y = env->y;
1181 op->map = op->env->map; 951 map = env->map;
1182 op->above = NULL, op->below = NULL; 952 above = 0, below = 0;
1183 op->env = NULL; 953 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 { 954 }
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 955 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 } 956 {
1205 if (op->map != m) 957 if (type == PLAYER)
1206 { 958 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 959 --map->players;
1208 op->map->path, m->path, op->x, op->y, x, y); 960 map->touch ();
1209 } 961 }
1210 962
1211 /* Re did the following section of code - it looks like it had 963 map->dirty = true;
1212 * lots of logic for things we no longer care about
1213 */
1214 964
1215 /* link the object above us */ 965 /* link the object above us */
1216 if (op->above) 966 if (above)
1217 op->above->below = op->below; 967 above->below = below;
1218 else 968 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 969 map->at (x, y).top = below; /* we were top, set new top */
1220 970
1221 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1222 if (op->below) 972 if (below)
1223 op->below->above = op->above; 973 below->above = above;
1224 else 974 else
1225 { 975 {
1226 /* Nothing below, which means we need to relink map object for this space 976 /* 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 977 * use translated coordinates in case some oddness with map tiling is
1228 * evident 978 * 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 */ 979 */
1263 if (tmp->container == op) 980 if (GET_MAP_OB (map, x, y) != this)
1264 { 981 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 982 char *dump = dump_object (this);
1266 tmp->container = NULL; 983 LOG (llevError,
984 "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);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
1267 } 989 }
1268 990
1269 tmp->contr->socket.update_look = 1; 991 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 { 992 }
1274 move_apply (tmp, op, NULL);
1275 993
1276 if (was_destroyed (op, tag)) 994 above = 0;
995 below = 0;
996
997 if (map->in_memory == MAP_SAVING)
998 return;
999
1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1001
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1003 {
1004 /* No point updating the players look faces if he is the object
1005 * being removed.
1006 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1277 { 1009 {
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1010 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view
1012 * appropriately.
1013 */
1014 if (tmp->container == this)
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1279 } 1022 }
1023
1024 /* See if object moving off should effect something */
1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 {
1029 move_apply (tmp, this, 0);
1030
1031 if (destroyed ())
1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1280 } 1033 }
1281 1034
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1284 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1285 tmp->above = NULL; 1038 tmp->above = 0;
1286 1039
1287 last = tmp; 1040 last = tmp;
1288 } 1041 }
1289 1042
1290 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1291 if (last == NULL) 1044 //TODO: this makes little sense, why only update the topmost object?
1292 { 1045 if (!last)
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1046 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 1047 else
1302 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1303 1049
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1052 }
1306} 1053}
1307 1054
1308/* 1055/*
1309 * merge_ob(op,top): 1056 * merge_ob(op,top):
1310 * 1057 *
1311 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1059 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */ 1062 */
1316
1317object * 1063object *
1318merge_ob (object *op, object *top) 1064merge_ob (object *op, object *top)
1319{ 1065{
1320 if (!op->nrof) 1066 if (!op->nrof)
1321 return 0; 1067 return 0;
1322 if (top == NULL) 1068
1069 if (top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1324 for (; top != NULL; top = top->below) 1073 for (; top; top = top->below)
1325 { 1074 {
1326 if (top == op) 1075 if (top == op)
1327 continue; 1076 continue;
1328 if (CAN_MERGE (op, top)) 1077
1078 if (object::can_merge (op, top))
1329 { 1079 {
1330 top->nrof += op->nrof; 1080 top->nrof += op->nrof;
1331 1081
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op); 1084 op->destroy ();
1335 free_object (op);
1336 return top; 1085 return top;
1337 } 1086 }
1338 } 1087 }
1088
1339 return NULL; 1089 return 0;
1340} 1090}
1341 1091
1342/* 1092/*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1344 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1345 */ 1095 */
1346object * 1096object *
1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1348{ 1098{
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1100 {
1356 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1357 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1358 } 1103 }
1104
1359 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1360} 1106}
1361 1107
1362/* 1108/*
1363 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1123 * Return value:
1378 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1126 * just 'op' otherwise
1381 */ 1127 */
1382
1383object * 1128object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1130{
1386 object *tmp, *top, *floor = NULL; 1131 object *tmp, *top, *floor = NULL;
1387 sint16 x, y; 1132 sint16 x, y;
1388 1133
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1134 if (QUERY_FLAG (op, FLAG_FREED))
1390 { 1135 {
1391 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL; 1137 return NULL;
1393 } 1138 }
1394 1139
1395 if (m == NULL) 1140 if (!m)
1396 { 1141 {
1397 dump_object (op); 1142 char *dump = dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1399 return op; 1145 return op;
1400 } 1146 }
1401 1147
1402 if (out_of_map (m, op->x, op->y)) 1148 if (out_of_map (m, op->x, op->y))
1403 { 1149 {
1404 dump_object (op); 1150 char *dump = dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1406#ifdef MANY_CORES 1152#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object 1153 /* 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 1154 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted. 1155 * improperly inserted.
1410 */ 1156 */
1411 abort (); 1157 abort ();
1412#endif 1158#endif
1159 free (dump);
1413 return op; 1160 return op;
1414 } 1161 }
1415 1162
1416 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 { 1164 {
1418 dump_object (op); 1165 char *dump = dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1420 return op; 1168 return op;
1421 } 1169 }
1422 1170
1423 if (op->more != NULL) 1171 if (op->more)
1424 { 1172 {
1425 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1426 1174
1427 object *more = op->more; 1175 object *more = op->more;
1428 1176
1429 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1430 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1433 */ 1181 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map) 1184 else if (!more->map)
1437 { 1185 {
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 { 1193 {
1446 if (!op->head) 1194 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448 1196
1449 return NULL; 1197 return 0;
1450 } 1198 }
1451 } 1199 }
1452 1200
1453 CLEAR_FLAG (op, FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1202
1461 y = op->y; 1209 y = op->y;
1462 1210
1463 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1464 */ 1212 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp)) 1215 if (object::can_merge (op, tmp))
1468 { 1216 {
1469 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1218 tmp->destroy ();
1471 free_object (tmp);
1472 } 1219 }
1473 1220
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1223
1489 op->below = originator->below; 1236 op->below = originator->below;
1490 1237
1491 if (op->below) 1238 if (op->below)
1492 op->below->above = op; 1239 op->below->above = op;
1493 else 1240 else
1494 SET_MAP_OB (op->map, op->x, op->y, op); 1241 op->ms ().bot = op;
1495 1242
1496 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1497 originator->below = op; 1244 originator->below = op;
1498 } 1245 }
1499 else 1246 else
1500 { 1247 {
1501 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1503 { 1250 {
1504 object *last = NULL; 1251 object *last = 0;
1505 1252
1506 /* 1253 /*
1507 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if 1256 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1517 */ 1264 */
1518
1519 while (top != NULL) 1265 while (top)
1520 { 1266 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522 floor = top; 1268 floor = top;
1523 1269
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 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 1291 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1293 * stacking is a bit odd.
1548 */ 1294 */
1549 if (!(flag & INS_ON_TOP) && 1295 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)) 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551 { 1297 {
1552 for (last = top; last != floor; last = last->below) 1298 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1300 break;
1555 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1577 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578 1324
1579 if (op->above) 1325 if (op->above)
1580 op->above->below = op; 1326 op->above->below = op;
1581 1327
1582 op->below = NULL; 1328 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1584 } 1330 }
1585 else 1331 else
1586 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1587 op->above = top->above; 1333 op->above = top->above;
1588 1334
1591 1337
1592 op->below = top; 1338 op->below = top;
1593 top->above = op; 1339 top->above = op;
1594 } 1340 }
1595 1341
1596 if (op->above == NULL) 1342 if (!op->above)
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1343 op->ms ().top = op;
1598 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1599 1345
1600 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1601 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1602 1354
1603 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1605 */ 1357 */
1606 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1359 if (object *pl = op->ms ().player ())
1608 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1609 tmp->contr->socket.update_look = 1; 1361 pl->contr->ns->floorbox_update ();
1610 1362
1611 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1370 * of effect may be sufficient.
1619 */ 1371 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1622 1374
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1625 1377
1378 INVOKE_OBJECT (INSERT, op);
1379
1626 /* Don't know if moving this to the end will break anything. However, 1380 /* 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. 1381 * we want to have floorbox_update called before calling this.
1628 * 1382 *
1629 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1386 * update_object().
1634 1388
1635 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* 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) 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 { 1391 {
1638 if (check_move_on (op, originator)) 1392 if (check_move_on (op, originator))
1639 return NULL; 1393 return 0;
1640 1394
1641 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1642 * walk on's. 1396 * walk on's.
1643 */ 1397 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1646 return NULL; 1400 return 0;
1647 } 1401 }
1648 1402
1649 return op; 1403 return op;
1650} 1404}
1651 1405
1652/* this function inserts an object in the map, but if it 1406/* 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. 1407 * 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. 1408 * op is the object to insert it under: supplies x and the map.
1655 */ 1409 */
1656void 1410void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1412{
1659 object *tmp;
1660 object *tmp1; 1413 object *tmp, *tmp1;
1661 1414
1662 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1663 1416
1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 { 1419 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1420
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1674 1422
1675 tmp1->x = op->x; 1423 tmp1->x = op->x;
1676 tmp1->y = op->y; 1424 tmp1->y = op->y;
1677 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1678} 1432}
1679 1433
1680/* 1434/*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array. 1439 * global static errmsg array.
1686 */ 1440 */
1687
1688object * 1441object *
1689get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1690{ 1443{
1691 object * 1444 object *newob;
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695 1446
1696 if (orig_ob->nrof < nr) 1447 if (orig_ob->nrof < nr)
1697 { 1448 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL; 1450 return NULL;
1700 } 1451 }
1452
1701 newob = object_create_clone (orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1702 if ((orig_ob->nrof -= nr) < 1) 1455 if ((orig_ob->nrof -= nr) < 1)
1703 { 1456 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) 1457 else if (!is_removed)
1709 { 1458 {
1710 if (orig_ob->env != NULL) 1459 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1461 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."); 1463 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"); 1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL; 1465 return NULL;
1717 } 1466 }
1718 } 1467 }
1468
1719 newob->nrof = nr; 1469 newob->nrof = nr;
1720 1470
1721 return newob; 1471 return newob;
1722} 1472}
1723 1473
1730 */ 1480 */
1731 1481
1732object * 1482object *
1733decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1734{ 1484{
1735 object * 1485 object *tmp;
1736 tmp;
1737 player *
1738 pl;
1739 1486
1740 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1488 return op;
1742 1489
1743 if (i > op->nrof) 1490 if (i > op->nrof)
1744 i = op->nrof; 1491 i = op->nrof;
1745 1492
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i; 1494 op->nrof -= i;
1749 }
1750 else if (op->env != NULL) 1495 else if (op->env)
1751 { 1496 {
1752 /* is this object in the players inventory, or sub container 1497 /* is this object in the players inventory, or sub container
1753 * therein? 1498 * therein?
1754 */ 1499 */
1755 tmp = is_player_inv (op->env); 1500 tmp = op->in_player ();
1756 /* nope. Is this a container the player has opened? 1501 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player. 1502 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly 1503 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map, 1504 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player. 1505 * and then searching the map for a player.
1761 */ 1506 */
1762 if (!tmp) 1507 if (!tmp)
1763 { 1508 for_all_players (pl)
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env) 1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1766 break; 1512 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 } 1513 }
1772 1514
1773 if (i < op->nrof) 1515 if (i < op->nrof)
1774 { 1516 {
1775 sub_weight (op->env, op->weight * i); 1517 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i; 1518 op->nrof -= i;
1777 if (tmp) 1519 if (tmp)
1778 {
1779 esrv_send_item (tmp, op); 1520 esrv_send_item (tmp, op);
1780 }
1781 } 1521 }
1782 else 1522 else
1783 { 1523 {
1784 remove_ob (op); 1524 op->remove ();
1785 op->nrof = 0; 1525 op->nrof = 0;
1786 if (tmp) 1526 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count); 1527 esrv_del_item (tmp->contr, op->count);
1789 }
1790 } 1528 }
1791 } 1529 }
1792 else 1530 else
1793 { 1531 {
1794 object *
1795 above = op->above; 1532 object *above = op->above;
1796 1533
1797 if (i < op->nrof) 1534 if (i < op->nrof)
1798 {
1799 op->nrof -= i; 1535 op->nrof -= i;
1800 }
1801 else 1536 else
1802 { 1537 {
1803 remove_ob (op); 1538 op->remove ();
1804 op->nrof = 0; 1539 op->nrof = 0;
1805 } 1540 }
1541
1806 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1808 if (tmp->type == PLAYER) 1544 if (tmp->type == PLAYER)
1809 { 1545 {
1810 if (op->nrof) 1546 if (op->nrof)
1811 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1812 else 1548 else
1813 esrv_del_item (tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1814 } 1550 }
1815 } 1551 }
1816 1552
1817 if (op->nrof) 1553 if (op->nrof)
1818 {
1819 return op; 1554 return op;
1820 }
1821 else 1555 else
1822 { 1556 {
1823 free_object (op); 1557 op->destroy ();
1824 return NULL; 1558 return 0;
1825 } 1559 }
1826} 1560}
1827 1561
1828/* 1562/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1834add_weight (object *op, signed long weight) 1568add_weight (object *op, signed long weight)
1835{ 1569{
1836 while (op != NULL) 1570 while (op != NULL)
1837 { 1571 {
1838 if (op->type == CONTAINER) 1572 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 } 1574
1842 op->carrying += weight; 1575 op->carrying += weight;
1843 op = op->env; 1576 op = op->env;
1844 } 1577 }
1845} 1578}
1846 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1847/* 1600/*
1848 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1849 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1850 * inside the object environment. 1603 * inside the object environment.
1851 * 1604 *
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 1605 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1859 */ 1607 */
1860 1608
1861object * 1609object *
1862insert_ob_in_ob (object *op, object *where) 1610object::insert (object *op)
1863{ 1611{
1864 object * 1612 object *tmp, *otmp;
1865 tmp, *
1866 otmp;
1867 1613
1868 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 { 1615 op->remove ();
1870 dump_object (op); 1616
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) 1617 if (op->more)
1886 { 1618 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op; 1620 return op;
1889 } 1621 }
1622
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1892 if (op->nrof) 1625 if (op->nrof)
1893 { 1626 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1628 if (object::can_merge (tmp, op))
1896 { 1629 {
1897 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1631 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1902 */ 1635 */
1903 add_weight (where, op->weight * op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1906 op = tmp; 1639 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break; 1642 break;
1910 } 1643 }
1911 1644
1912 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract 1647 * (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 1648 * the weight, so we need to add it in again, since we actually do
1916 * the linking below 1649 * the linking below
1917 */ 1650 */
1918 add_weight (where, op->weight * op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1919 } 1652 }
1920 else 1653 else
1921 add_weight (where, (op->weight + op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1922 1655
1923 otmp = is_player_inv (where); 1656 otmp = this->in_player ();
1924 if (otmp && otmp->contr != NULL) 1657 if (otmp && otmp->contr)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp); 1659 otmp->update_stats ();
1928 }
1929 1660
1930 op->map = NULL; 1661 op->map = 0;
1931 op->env = where; 1662 op->env = this;
1932 op->above = NULL; 1663 op->above = 0;
1933 op->below = NULL; 1664 op->below = 0;
1934 op->x = 0, op->y = 0; 1665 op->x = 0, op->y = 0;
1935 1666
1936 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map) 1668 if ((op->glow_radius != 0) && map)
1938 { 1669 {
1939#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map)) 1673 if (map->darkness)
1943 update_all_los (where->map, where->x, where->y); 1674 update_all_los (map, x, y);
1944 } 1675 }
1945 1676
1946 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1947 * It sure simplifies this function... 1678 * It sure simplifies this function...
1948 */ 1679 */
1949 if (where->inv == NULL) 1680 if (!inv)
1950 where->inv = op; 1681 inv = op;
1951 else 1682 else
1952 { 1683 {
1953 op->below = where->inv; 1684 op->below = inv;
1954 op->below->above = op; 1685 op->below->above = op;
1955 where->inv = op; 1686 inv = op;
1956 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1957 return op; 1691 return op;
1958} 1692}
1959 1693
1960/* 1694/*
1961 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1975 * 1709 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top. 1712 * on top.
1979 */ 1713 */
1980
1981int 1714int
1982check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1983{ 1716{
1984 object *tmp; 1717 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1718 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1719 int x = op->x, y = op->y;
1988 1720
1989 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
1990 1722
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1724 return 0;
1993
1994 tag = op->count;
1995 1725
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1726 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); 1727 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); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999 1729
2015 1745
2016 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
2018 */ 1748 */
2019 1749
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2021 { 1751 {
2022 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them. 1754 * we don't need to check all of them.
2025 */ 1755 */
2042 { 1772 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1773 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)) 1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1775 {
2046 1776
1777 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1778 diff = tmp->move_slow_penalty * FABS (op->speed);
2048 1779
2049 if (op->type == PLAYER) 1780 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1781 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))) 1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1783 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 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)) 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1792 {
2062 move_apply (tmp, op, originator); 1793 move_apply (tmp, op, originator);
2063 1794
2064 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
2065 return 1; 1796 return 1;
2066 1797
2067 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
2079/* 1810/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2083 */ 1814 */
2084
2085object * 1815object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1817{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
2092 { 1819 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1821 return NULL;
2095 } 1822 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2097 if (tmp->arch == at) 1825 if (tmp->arch == at)
2098 return tmp; 1826 return tmp;
1827
2099 return NULL; 1828 return NULL;
2100} 1829}
2101 1830
2102/* 1831/*
2103 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2106 */ 1835 */
2107
2108object * 1836object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1837present (unsigned char type, maptile *m, int x, int y)
2110{ 1838{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1839 if (out_of_map (m, x, y))
2115 { 1840 {
2116 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1842 return NULL;
2118 } 1843 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2120 if (tmp->type == type) 1846 if (tmp->type == type)
2121 return tmp; 1847 return tmp;
1848
2122 return NULL; 1849 return NULL;
2123} 1850}
2124 1851
2125/* 1852/*
2126 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2129 */ 1856 */
2130
2131object * 1857object *
2132present_in_ob (unsigned char type, const object *op) 1858present_in_ob (unsigned char type, const object *op)
2133{ 1859{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1861 if (tmp->type == type)
2139 return tmp; 1862 return tmp;
1863
2140 return NULL; 1864 return NULL;
2141} 1865}
2142 1866
2143/* 1867/*
2144 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1876 * 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 1877 * 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 1878 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1879 * to be unique.
2156 */ 1880 */
2157
2158object * 1881object *
2159present_in_ob_by_name (int type, const char *str, const object *op) 1882present_in_ob_by_name (int type, const char *str, const object *op)
2160{ 1883{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1886 return tmp;
2168 } 1887
2169 return NULL; 1888 return 0;
2170} 1889}
2171 1890
2172/* 1891/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2176 */ 1895 */
2177
2178object * 1896object *
2179present_arch_in_ob (const archetype *at, const object *op) 1897present_arch_in_ob (const archetype *at, const object *op)
2180{ 1898{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at) 1900 if (tmp->arch == at)
2186 return tmp; 1901 return tmp;
1902
2187 return NULL; 1903 return NULL;
2188} 1904}
2189 1905
2190/* 1906/*
2191 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2192 */ 1908 */
2193void 1909void
2194flag_inv (object *op, int flag) 1910flag_inv (object *op, int flag)
2195{ 1911{
2196 object *
2197 tmp;
2198
2199 if (op->inv) 1912 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 { 1914 {
2202 SET_FLAG (tmp, flag); 1915 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1916 flag_inv (tmp, flag);
2204 } 1917 }
2205} /* 1918}
1919
1920/*
2206 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2207 */ 1922 */
2208void 1923void
2209unflag_inv (object *op, int flag) 1924unflag_inv (object *op, int flag)
2210{ 1925{
2211 object *
2212 tmp;
2213
2214 if (op->inv) 1926 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 { 1928 {
2217 CLEAR_FLAG (tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1930 unflag_inv (tmp, flag);
2219 } 1931 }
2220} 1932}
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for 1937 * 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. 1938 * him/her-self and all object carried by a call to this function.
2227 */ 1939 */
2228
2229void 1940void
2230set_cheat (object *op) 1941set_cheat (object *op)
2231{ 1942{
2232 SET_FLAG (op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2252 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * 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 1964 * 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 1965 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc. 1966 * customized, changed states, etc.
2256 */ 1967 */
2257
2258int 1968int
2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2260{ 1970{
2261 int
2262 i,
2263 index = 0, flag; 1971 int index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2266 1973
2267 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2268 { 1975 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2270 if (!flag) 1977 if (!flag)
2271 altern[index++] = i; 1978 altern [index++] = i;
2272 1979
2273 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* 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. 1981 * 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 - 1982 * 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 1983 * 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 1984 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2280 */ 1987 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2282 stop = maxfree[i]; 1989 stop = maxfree[i];
2283 } 1990 }
1991
2284 if (!index) 1992 if (!index)
2285 return -1; 1993 return -1;
1994
2286 return altern[RANDOM () % index]; 1995 return altern[RANDOM () % index];
2287} 1996}
2288 1997
2289/* 1998/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice. 2001 * 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. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */ 2003 */
2295
2296int 2004int
2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2298{ 2006{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2305 return i; 2009 return i;
2306 } 2010
2307 return -1; 2011 return -1;
2308} 2012}
2309 2013
2310/* 2014/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2018 */
2314static void 2019static void
2315permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2316{ 2021{
2317 int 2022 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2023 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2024
2328 tmp = arr[i]; 2025 while (--end)
2329 arr[i] = arr[j]; 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2027}
2333 2028
2334/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2030 * 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 2031 * 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. 2034 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2035 */
2341void 2036void
2342get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2343{ 2038{
2344 int 2039 int i;
2345 i;
2346 2040
2347 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2042 search_arr[i] = i;
2350 }
2351 2043
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2047}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * 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 2057 * 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 2058 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2059 * there is capable of.
2368 */ 2060 */
2369
2370int 2061int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2063{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2376 sint16 2065
2377 nx, 2066 sint16 nx, ny;
2378 ny;
2379 object * 2067 object *tmp;
2380 tmp; 2068 maptile *mp;
2381 mapstruct * 2069
2382 mp; 2070 MoveType blocked, move_type;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2071
2387 if (exclude && exclude->head) 2072 if (exclude && exclude->head)
2388 { 2073 {
2389 exclude = exclude->head; 2074 exclude = exclude->head;
2390 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2400 mp = m; 2085 mp = m;
2401 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2403 2088
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2405 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2092 max = maxfree[i];
2408 }
2409 else 2093 else
2410 { 2094 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2412 2098
2413 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2100 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2418 { 2102 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2104 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))) 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break; 2106 break;
2424 } 2107
2425 }
2426 if (tmp) 2108 if (tmp)
2427 {
2428 return freedir[i]; 2109 return freedir[i];
2429 }
2430 } 2110 }
2431 } 2111 }
2432 } 2112 }
2113
2433 return 0; 2114 return 0;
2434} 2115}
2435 2116
2436/* 2117/*
2437 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2119 * distance between the two given objects.
2439 */ 2120 */
2440
2441int 2121int
2442distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2443{ 2123{
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449} 2125}
2450 2126
2451/* 2127/*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * 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 2129 * an object which has subtracted the x and y coordinates of another
2454 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2455 */ 2131 */
2456
2457int 2132int
2458find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2459{ 2134{
2460 int 2135 int q;
2461 q;
2462 2136
2463 if (y) 2137 if (y)
2464 q = x * 100 / y; 2138 q = x * 100 / y;
2465 else if (x) 2139 else if (x)
2466 q = -300 * x; 2140 q = -300 * x;
2501int 2175int
2502absdir (int d) 2176absdir (int d)
2503{ 2177{
2504 while (d < 1) 2178 while (d < 1)
2505 d += 8; 2179 d += 8;
2180
2506 while (d > 8) 2181 while (d > 8)
2507 d -= 8; 2182 d -= 8;
2183
2508 return d; 2184 return d;
2509} 2185}
2510 2186
2511/* 2187/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 */ 2190 */
2515 2191
2516int 2192int
2517dirdiff (int dir1, int dir2) 2193dirdiff (int dir1, int dir2)
2518{ 2194{
2519 int 2195 int d;
2520 d;
2521 2196
2522 d = abs (dir1 - dir2); 2197 d = abs (dir1 - dir2);
2523 if (d > 4) 2198 if (d > 4)
2524 d = 8 - d; 2199 d = 8 - d;
2200
2525 return d; 2201 return d;
2526} 2202}
2527 2203
2528/* peterm: 2204/* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * 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 2208 * 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. 2209 * 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 2210 * Moved from spell_util.c to object.c with the other related direction
2535 * functions. 2211 * functions.
2536 */ 2212 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2268 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2596 */ 2270 */
2597
2598
2599int 2271int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2273{
2602 sint16 2274 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2275 int mflags;
2607 2276
2608 if (dir < 0) 2277 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2610 2279
2611 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2624 return 0; 2293 return 0;
2625 2294
2626 /* yes, can see. */ 2295 /* yes, can see. */
2627 if (dir < 9) 2296 if (dir < 9)
2628 return 1; 2297 return 1;
2298
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2299 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]); 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2302}
2632
2633
2634 2303
2635/* 2304/*
2636 * can_pick(picker, item): finds out if an object is possible to be 2305 * 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 2306 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (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)); 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2321}
2653 2322
2654
2655/* 2323/*
2656 * create clone from object to another 2324 * create clone from object to another
2657 */ 2325 */
2658object * 2326object *
2659object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2660{ 2328{
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2663 2330
2664 if (!asrc) 2331 if (!asrc)
2665 return NULL; 2332 return 0;
2333
2666 src = asrc; 2334 src = asrc;
2667 if (src->head) 2335 if (src->head)
2668 src = src->head; 2336 src = src->head;
2669 2337
2670 prev = NULL; 2338 prev = 0;
2671 for (part = src; part; part = part->more) 2339 for (part = src; part; part = part->more)
2672 { 2340 {
2673 tmp = get_object (); 2341 tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x; 2342 tmp->x -= src->x;
2676 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2677 if (!part->head) 2345 if (!part->head)
2678 { 2346 {
2679 dst = tmp; 2347 dst = tmp;
2680 tmp->head = NULL; 2348 tmp->head = 0;
2681 } 2349 }
2682 else 2350 else
2683 {
2684 tmp->head = dst; 2351 tmp->head = dst;
2685 } 2352
2686 tmp->more = NULL; 2353 tmp->more = 0;
2354
2687 if (prev) 2355 if (prev)
2688 prev->more = tmp; 2356 prev->more = tmp;
2357
2689 prev = tmp; 2358 prev = tmp;
2690 } 2359 }
2691 2360
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2361 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2363
2698 return dst; 2364 return dst;
2699} 2365}
2700 2366
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. */ 2367/* 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 */ 2368/* 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, */ 2369/* 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. */ 2370/* 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. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2721
2722object * 2373object *
2723load_object_str (const char *obstr) 2374load_object_str (const char *obstr)
2724{ 2375{
2725 object * 2376 object *op;
2726 op;
2727 char
2728 filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2729 2378
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731 2380
2732 FILE *
2733 tempfile = fopen (filename, "w"); 2381 FILE *tempfile = fopen (filename, "w");
2734 2382
2735 if (tempfile == NULL) 2383 if (tempfile == NULL)
2736 { 2384 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL; 2386 return NULL;
2739 }; 2387 }
2388
2740 fprintf (tempfile, obstr); 2389 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2390 fclose (tempfile);
2742 2391
2743 op = get_object (); 2392 op = object::create ();
2744 2393
2745 object_thawer 2394 object_thawer thawer (filename);
2746 thawer (filename);
2747 2395
2748 if (thawer) 2396 if (thawer)
2749 load_object (thawer, op, 0); 2397 load_object (thawer, op, 0);
2750 2398
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 * returns NULL if no match. 2407 * returns NULL if no match.
2760 */ 2408 */
2761object * 2409object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2411{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2414 return tmp;
2770 2415
2771 return NULL; 2416 return 0;
2772} 2417}
2773 2418
2774/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2420 * otherwise return NULL.
2776 * 2421 *
2778 * do the desired thing. 2423 * do the desired thing.
2779 */ 2424 */
2780key_value * 2425key_value *
2781get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2782{ 2427{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2429 if (link->key == key)
2789 {
2790 return link; 2430 return link;
2791 }
2792 }
2793 2431
2794 return NULL; 2432 return 0;
2795} 2433}
2796 2434
2797/* 2435/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2437 *
2802 * The returned string is shared. 2440 * The returned string is shared.
2803 */ 2441 */
2804const char * 2442const char *
2805get_ob_key_value (const object *op, const char *const key) 2443get_ob_key_value (const object *op, const char *const key)
2806{ 2444{
2807 key_value * 2445 key_value *link;
2808 link; 2446 shstr_cmp canonical_key (key);
2809 const char *
2810 canonical_key;
2811 2447
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL) 2448 if (!canonical_key)
2815 { 2449 {
2816 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2820 */ 2454 */
2821 return NULL; 2455 return 0;
2822 } 2456 }
2823 2457
2824 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2826 */ 2460 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2461 for (link = op->key_values; link; link = link->next)
2828 {
2829 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2830 {
2831 return link->value; 2463 return link->value;
2832 } 2464
2833 }
2834 return NULL; 2465 return 0;
2835} 2466}
2836 2467
2837 2468
2838/* 2469/*
2839 * Updates the canonical_key in op to value. 2470 * Updates the canonical_key in op to value.
2846 * Returns TRUE on success. 2477 * Returns TRUE on success.
2847 */ 2478 */
2848int 2479int
2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{ 2481{
2851 key_value *
2852 field = NULL, *last = NULL; 2482 key_value *field = NULL, *last = NULL;
2853 2483
2854 for (field = op->key_values; field != NULL; field = field->next) 2484 for (field = op->key_values; field != NULL; field = field->next)
2855 { 2485 {
2856 if (field->key != canonical_key) 2486 if (field->key != canonical_key)
2857 { 2487 {
2875 if (last) 2505 if (last)
2876 last->next = field->next; 2506 last->next = field->next;
2877 else 2507 else
2878 op->key_values = field->next; 2508 op->key_values = field->next;
2879 2509
2880 delete
2881 field; 2510 delete field;
2882 } 2511 }
2883 } 2512 }
2884 return TRUE; 2513 return TRUE;
2885 } 2514 }
2886 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2887 2516
2888 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2889 2518
2890 if (!add_key) 2519 if (!add_key)
2891 {
2892 return FALSE; 2520 return FALSE;
2893 } 2521
2894 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2898 * should pass in "" 2526 * should pass in ""
2921 * Returns TRUE on success. 2549 * Returns TRUE on success.
2922 */ 2550 */
2923int 2551int
2924set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925{ 2553{
2926 shstr
2927 key_ (key); 2554 shstr key_ (key);
2928 2555
2929 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2930} 2557}
2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2566void
2567object::depth_iterator::next ()
2568{
2569 if (item->below)
2570 {
2571 item = item->below;
2572
2573 while (item->inv)
2574 item = item->inv;
2575 }
2576 else
2577 item = item->env;
2578}
2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

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