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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.145 by root, Mon May 7 03:05:58 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
44}; 47};
45short 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,
51int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
54}; 57};
55 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
56/* 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. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * 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
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 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)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 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)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* 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
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* 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
205 * 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
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
249sum_weight (object *op) 324sum_weight (object *op)
250{ 325{
251 long sum; 326 long sum;
252 object *inv; 327 object *inv;
253 328
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
333
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 335 }
336
260 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
262 if (op->carrying != sum) 340 if (op->carrying != sum)
263 op->carrying = sum; 341 op->carrying = sum;
342
264 return sum; 343 return sum;
265} 344}
266 345
267/** 346/**
268 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
275 op = op->env; 354 op = op->env;
276 return op; 355 return op;
277} 356}
278 357
279/* 358/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 360 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
298 */ 362 */
299 363char *
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 op->write (freezer);
368{ 371 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 372}
377 373
378/* 374/*
379 * 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
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * 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.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break;
410 return op; 402 return op;
403
404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
417 */ 411 */
418
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474} 429}
475 430
476/* 431/*
477 * 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
478 * skill and experience objects. 433 * skill and experience objects.
479 */ 434 */
480void 435void
481set_owner (object *op, object *owner) 436object::set_owner (object *owner)
482{ 437{
483 if (owner == NULL || op == NULL) 438 if (!owner)
484 return; 439 return;
485 440
486 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
487 /* 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
488 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
489 * 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
490 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
492 */ 447 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
494 owner = owner->owner; 449 owner = owner->owner;
495 450
496 /* IF the owner still has an owner, we did not resolve to a final owner. 451 this->owner = owner;
497 * so lets not add to that. 452}
498 */ 453
499 if (owner->owner) 454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
500 return; 458 return;
501 459
502 op->owner = owner; 460 current_weapon = ob;
503 461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
504 op->ownercount = owner->count; 462 update_stats ();
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 {
525 /* players don't have owners - they own themselves. Update
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return;
532 }
533
534 set_owner (op, owner);
535} 463}
536 464
537/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 466 * refcounts and freeing the links.
539 */ 467 */
540static void 468static void
541free_key_values (object *op) 469free_key_values (object *op)
542{ 470{
543 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
544 { 472 {
545 key_value *next = i->next; 473 key_value *next = i->next;
546 delete i; 474 delete i;
547 475
548 i = next; 476 i = next;
549 } 477 }
550 478
551 op->key_values = 0; 479 op->key_values = 0;
552} 480}
553 481
554void object::clear () 482object &
483object::operator =(const object &src)
555{ 484{
556 attachable_base::clear (); 485 bool is_freed = flag [FLAG_FREED];
486 bool is_removed = flag [FLAG_REMOVED];
557 487
558 free_key_values (this); 488 *(object_copy *)this = src;
559 489
560 clear_owner (this); 490 flag [FLAG_FREED] = is_freed;
561 491 flag [FLAG_REMOVED] = is_removed;
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object,
621 * and then copies the contends of the first object into the second
622 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object
625 * will point at garbage.
626 */
627
628void
629copy_object (object *op2, object *op)
630{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
633
634 op2->clone (op);
635
636 if (is_freed)
637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED);
640
641 if (op2->speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
643 492
644 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
645 if (op2->key_values) 494 if (src.key_values)
646 { 495 {
647 key_value *tail = 0; 496 key_value *tail = 0;
648 key_value *i;
649
650 op->key_values = 0; 497 key_values = 0;
651 498
652 for (i = op2->key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
653 { 500 {
654 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
655 502
656 new_link->next = 0; 503 new_link->next = 0;
657 new_link->key = i->key; 504 new_link->key = i->key;
658 new_link->value = i->value; 505 new_link->value = i->value;
659 506
660 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
661 if (!op->key_values) 508 if (!key_values)
662 { 509 {
663 op->key_values = new_link; 510 key_values = new_link;
664 tail = new_link; 511 tail = new_link;
665 } 512 }
666 else 513 else
667 { 514 {
668 tail->next = new_link; 515 tail->next = new_link;
669 tail = new_link; 516 tail = new_link;
670 } 517 }
671 } 518 }
672 } 519 }
520}
673 521
674 update_ob_speed (op); 522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 for (int i = NUM_BODY_LOCATIONS; i--; )
555 slot[i].used = slot[i].info;
556
557 attachable::instantiate ();
558}
559
560object *
561object::clone ()
562{
563 object *neu = create ();
564 copy_to (neu);
565 return neu;
675} 566}
676 567
677/* 568/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 569 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 570 * to the closest player being on the other side, this function can
680 * be called to update the face variable, _and_ how it looks on the map. 571 * be called to update the face variable, _and_ how it looks on the map.
681 */ 572 */
682
683void 573void
684update_turn_face (object *op) 574update_turn_face (object *op)
685{ 575{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 576 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 577 return;
578
688 SET_ANIMATION (op, op->direction); 579 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
690} 581}
691 582
692/* 583/*
693 * Updates the speed of an object. If the speed changes from 0 to another 584 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 585 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 586 * This function needs to be called whenever the speed of an object changes.
696 */ 587 */
697
698void 588void
699update_ob_speed (object *op) 589object::set_speed (float speed)
700{ 590{
701 extern int arch_init; 591 if (flag [FLAG_FREED] && speed)
702
703 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated.
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 592 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 593 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 594 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 595 }
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725 596
726 /* process_events() expects us to insert the object at the beginning 597 this->speed = speed;
727 * of the list. */ 598
728 op->active_next = active_objects; 599 if (has_active_speed ())
729 if (op->active_next != NULL) 600 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 601 else
734 { 602 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 603}
755 604
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 605/*
788 * update_object() updates the array which represents the map. 606 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 607 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 608 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 609 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 610 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 611 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 612 * updating that window, though, since update_object() is called _often_)
795 * 613 *
796 * action is a hint of what the caller believes need to be done. 614 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 615 * current action are:
802 * UP_OBJ_INSERT: op was inserted 616 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 617 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 618 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 619 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 620 * UP_OBJ_FACE: only the objects face has changed.
807 */ 621 */
808
809void 622void
810update_object (object *op, int action) 623update_object (object *op, int action)
811{ 624{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow;
814
815 if (op == NULL) 625 if (op == NULL)
816 { 626 {
817 /* this should never happen */ 627 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 628 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 629 return;
820 } 630 }
821 631
822 if (op->env != NULL) 632 if (op->env)
823 { 633 {
824 /* Animation is currently handled by client, so nothing 634 /* Animation is currently handled by client, so nothing
825 * to do in this case. 635 * to do in this case.
826 */ 636 */
827 return; 637 return;
832 */ 642 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 643 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 644 return;
835 645
836 /* make sure the object is within map boundaries */ 646 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 647 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 648 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 649 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 650#ifdef MANY_CORES
841 abort (); 651 abort ();
842#endif 652#endif
843 return; 653 return;
844 } 654 }
845 655
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 656 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 657
658 if (!(m.flags_ & P_UPTODATE))
659 /* nop */;
853 if (action == UP_OBJ_INSERT) 660 else if (action == UP_OBJ_INSERT)
854 { 661 {
662 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 663 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 664 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 665 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 666 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
667 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 668 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 669 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 670 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 671 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 672 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 673 * to have move_allow right now.
878 */ 674 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 675 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 676 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 677 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 678 }
885 /* if the object is being removed, we can't make intelligent 679 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 680 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 681 * that is being removed.
888 */ 682 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 683 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 684 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 685 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 686 /* Nothing to do for that case */ ;
893 else 687 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 688 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 689
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 690 if (op->more)
903 update_object (op->more, action); 691 update_object (op->more, action);
904}
905
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921} 692}
922 693
923object::object () 694object::object ()
924{ 695{
925 SET_FLAG (this, FLAG_REMOVED); 696 SET_FLAG (this, FLAG_REMOVED);
926 697
927 expmul = 1.0; 698 expmul = 1.0;
928 face = blank_face; 699 face = blank_face;
929 attacked_by_count = -1;
930} 700}
931 701
932object::~object () 702object::~object ()
933{ 703{
704 unlink ();
705
934 free_key_values (this); 706 free_key_values (this);
935} 707}
936 708
709static int object_count;
710
937void object::link () 711void object::link ()
938{ 712{
713 assert (!index);//D
714 uuid = gen_uuid ();
939 count = ++ob_count; 715 count = ++object_count;
940 716
941 prev = 0; 717 refcnt_inc ();
942 next = objects; 718 objects.insert (this);
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948} 719}
949 720
950void object::unlink () 721void object::unlink ()
951{ 722{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next) 723 if (!index)
962 { 724 return;
963 next->prev = prev; 725
964 next = 0; 726 objects.erase (this);
727 refcnt_dec ();
728}
729
730void
731object::activate ()
732{
733 /* If already on active list, don't do anything */
734 if (active)
735 return;
736
737 if (has_active_speed ())
738 actives.insert (this);
739}
740
741void
742object::activate_recursive ()
743{
744 activate ();
745
746 for (object *op = inv; op; op = op->below)
747 op->activate_recursive ();
748}
749
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759object::deactivate ()
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!active)
763 return;
764
765 actives.erase (this);
766}
767
768void
769object::deactivate_recursive ()
770{
771 for (object *op = inv; op; op = op->below)
772 op->deactivate_recursive ();
773
774 deactivate ();
775}
776
777void
778object::set_flag_inv (int flag, int value)
779{
780 for (object *op = inv; op; op = op->below)
965 } 781 {
782 op->flag [flag] = value;
783 op->set_flag_inv (flag, value);
784 }
785}
966 786
967 if (this == objects) 787/*
968 objects = next; 788 * Remove and free all objects in the inventory of the given object.
789 * object.c ?
790 */
791void
792object::destroy_inv (bool drop_to_ground)
793{
794 // need to check first, because the checks below might segfault
795 // as we might be on an invalid mapspace and crossfire code
796 // is too buggy to ensure that the inventory is empty.
797 // corollary: if you create arrows etc. with stuff in tis inventory,
798 // cf will crash below with off-map x and y
799 if (!inv)
800 return;
801
802 /* Only if the space blocks everything do we not process -
803 * if some form of movement is allowed, let objects
804 * drop on that space.
805 */
806 if (!drop_to_ground
807 || !map
808 || map->in_memory != MAP_IN_MEMORY
809 || map->nodrop
810 || ms ().move_block == MOVE_ALL)
811 {
812 while (inv)
813 {
814 inv->destroy_inv (drop_to_ground);
815 inv->destroy ();
816 }
817 }
818 else
819 { /* Put objects in inventory onto this space */
820 while (inv)
821 {
822 object *op = inv;
823
824 if (op->flag [FLAG_STARTEQUIP]
825 || op->flag [FLAG_NO_DROP]
826 || op->type == RUNE
827 || op->type == TRAP
828 || op->flag [FLAG_IS_A_TEMPLATE]
829 || op->flag [FLAG_DESTROY_ON_DEATH])
830 op->destroy ();
831 else
832 map->insert (op, x, y);
833 }
834 }
969} 835}
970 836
971object *object::create () 837object *object::create ()
972{ 838{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 839 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 840 op->link ();
989 return op; 841 return op;
990} 842}
991 843
992/* 844void
993 * free_object() frees everything allocated by an object, removes 845object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 846{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 847 attachable::do_destroy ();
848
849 if (flag [FLAG_IS_LINKED])
850 remove_button_link (this);
851
852 if (flag [FLAG_FRIENDLY])
853 remove_friendly_object (this);
854
855 if (!flag [FLAG_REMOVED])
856 remove ();
857
858 destroy_inv (true);
859
860 deactivate ();
861 unlink ();
862
863 flag [FLAG_FREED] = 1;
864
865 // hack to ensure that freed objects still have a valid map
866 {
867 static maptile *freed_map; // freed objects are moved here to avoid crashes
868
869 if (!freed_map)
870 {
871 freed_map = new maptile;
872
873 freed_map->name = "/internal/freed_objects_map";
874 freed_map->width = 3;
875 freed_map->height = 3;
876
877 freed_map->alloc ();
878 freed_map->in_memory = MAP_IN_MEMORY;
879 }
880
881 map = freed_map;
882 x = 1;
883 y = 1;
884 }
885
886 head = 0;
887
888 if (more)
889 {
890 more->destroy ();
891 more = 0;
892 }
893
894 // clear those pointers that likely might have circular references to us
895 owner = 0;
896 enemy = 0;
897 attacked_by = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
1005 return; 904 return;
1006 905
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 906 if (destroy_inventory)
1008 remove_ob (this); 907 destroy_inv (false);
1009 908
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 909 attachable::destroy ();
1011 remove_friendly_object (this);
1012
1013 SET_FLAG (this, FLAG_FREED);
1014
1015 if (more)
1016 {
1017 more->free (free_inventory);
1018 more = 0;
1019 }
1020
1021 if (inv)
1022 {
1023 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030
1031 while (op)
1032 {
1033 object *tmp = op->below;
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041
1042 while (op)
1043 {
1044 object *tmp = op->below;
1045
1046 remove_ob (op);
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 910}
1073 911
1074/* 912/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1077 */ 915 */
1078
1079void 916void
1080sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1081{ 918{
1082 while (op != NULL) 919 while (op != NULL)
1083 { 920 {
1084 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 923
1088 op->carrying -= weight; 924 op->carrying -= weight;
1089 op = op->env; 925 op = op->env;
1090 } 926 }
1091} 927}
1092 928
1093/* remove_ob(op): 929/* op->remove ():
1094 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 934 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 935 */
1101
1102void 936void
1103remove_ob (object *op) 937object::do_remove ()
1104{ 938{
939 object *tmp, *last = 0;
1105 object * 940 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 941
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 943 return;
1124 944
1125 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1126 947
1127 if (op->more != NULL) 948 if (more)
1128 remove_ob (op->more); 949 more->remove ();
1129 950
1130 /* 951 /*
1131 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1132 * inventory. 953 * inventory.
1133 */ 954 */
1134 if (op->env != NULL) 955 if (env)
1135 { 956 {
1136 if (op->nrof) 957 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1138 else 959 else
1139 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1140 961
1141 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 964 * to save cpu time.
1144 */ 965 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 967 otmp->update_stats ();
1147 968
1148 if (op->above != NULL) 969 if (above)
1149 op->above->below = op->below; 970 above->below = below;
1150 else 971 else
1151 op->env->inv = op->below; 972 env->inv = below;
1152 973
1153 if (op->below != NULL) 974 if (below)
1154 op->below->above = op->above; 975 below->above = above;
1155 976
1156 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1159 */ 980 */
1160 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1161 op->map = op->env->map; 982 map = env->map;
1162 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1163 op->env = NULL; 984 env = 0;
1164 } 985 }
1165 else if (op->map) 986 else if (map)
1166 { 987 {
1167 x = op->x; 988 if (type == PLAYER)
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 } 989 {
990 // leaving a spot always closes any open container on the ground
991 if (container && !container->env)
992 // this causes spurious floorbox updates, but it ensures
993 // that the CLOSE event is being sent.
994 close_container ();
1181 995
1182 if (op->map != m) 996 --map->players;
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 997 map->touch ();
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */ 998 }
999
1000 map->dirty = true;
1001 mapspace &ms = this->ms ();
1189 1002
1190 /* link the object above us */ 1003 /* link the object above us */
1191 if (op->above) 1004 if (above)
1192 op->above->below = op->below; 1005 above->below = below;
1193 else 1006 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1007 ms.top = below; /* we were top, set new top */
1195 1008
1196 /* Relink the object below us, if there is one */ 1009 /* Relink the object below us, if there is one */
1197 if (op->below) 1010 if (below)
1198 op->below->above = op->above; 1011 below->above = above;
1199 else 1012 else
1200 { 1013 {
1201 /* Nothing below, which means we need to relink map object for this space 1014 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 1015 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1016 * evident
1204 */ 1017 */
1205 if (GET_MAP_OB (m, x, y) != op) 1018 if (GET_MAP_OB (map, x, y) != this)
1206 {
1207 dump_object (op);
1208 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1019 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1210 dump_object (GET_MAP_OB (m, x, y)); 1020
1211 LOG (llevError, "%s\n", errmsg); 1021 ms.bot = above; /* goes on above it. */
1212 } 1022 }
1213 1023
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1215 }
1216
1217 op->above = 0; 1024 above = 0;
1218 op->below = 0; 1025 below = 0;
1219 1026
1220 if (op->map->in_memory == MAP_SAVING) 1027 if (map->in_memory == MAP_SAVING)
1221 return; 1028 return;
1222 1029
1223 tag = op->count; 1030 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1031
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1032 for (tmp = ms.bot; tmp; tmp = tmp->above)
1227 { 1033 {
1228 /* No point updating the players look faces if he is the object 1034 /* No point updating the players look faces if he is the object
1229 * being removed. 1035 * being removed.
1230 */ 1036 */
1231 1037
1232 if (tmp->type == PLAYER && tmp != op) 1038 if (tmp->type == PLAYER && tmp != this)
1233 { 1039 {
1234 /* If a container that the player is currently using somehow gets 1040 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view 1041 * removed (most likely destroyed), update the player view
1236 * appropriately. 1042 * appropriately.
1237 */ 1043 */
1238 if (tmp->container == op) 1044 if (tmp->container == this)
1239 { 1045 {
1240 CLEAR_FLAG (op, FLAG_APPLIED); 1046 flag [FLAG_APPLIED] = 0;
1241 tmp->container = NULL; 1047 tmp->container = 0;
1242 } 1048 }
1243 1049
1244 tmp->contr->socket.update_look = 1; 1050 if (tmp->contr->ns)
1051 tmp->contr->ns->floorbox_update ();
1245 } 1052 }
1246 1053
1247 /* See if player moving off should effect something */ 1054 /* See if object moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1055 if (check_walk_off
1056 && ((move_type & tmp->move_off)
1057 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 { 1058 {
1250 move_apply (tmp, op, NULL); 1059 move_apply (tmp, this, 0);
1251 1060
1252 if (was_destroyed (op, tag)) 1061 if (destroyed ())
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1062 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1255 }
1256 } 1063 }
1257 1064
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1065 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259 1066 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1260 if (tmp->above == tmp) 1067 if (tmp->above == tmp)
1261 tmp->above = NULL; 1068 tmp->above = 0;
1262 1069
1263 last = tmp; 1070 last = tmp;
1264 } 1071 }
1265 1072
1266 /* last == NULL of there are no objects on this space */ 1073 /* last == NULL if there are no objects on this space */
1074 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1075 if (!last)
1268 { 1076 map->at (x, y).flags_ = 0;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1077 else
1278 update_object (last, UP_OBJ_REMOVE); 1078 update_object (last, UP_OBJ_REMOVE);
1279 1079
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1080 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1081 update_all_los (map, x, y);
1282 } 1082 }
1283} 1083}
1284 1084
1285/* 1085/*
1286 * merge_ob(op,top): 1086 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1088 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1089 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1090 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1091 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1092 */
1293
1294object * 1093object *
1295merge_ob (object *op, object *top) 1094merge_ob (object *op, object *top)
1296{ 1095{
1297 if (!op->nrof) 1096 if (!op->nrof)
1298 return 0; 1097 return 0;
1299 1098
1300 if (top == NULL) 1099 if (top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1100 for (top = op; top && top->above; top = top->above)
1101 ;
1302 1102
1303 for (; top != NULL; top = top->below) 1103 for (; top; top = top->below)
1304 { 1104 {
1305 if (top == op) 1105 if (top == op)
1306 continue; 1106 continue;
1307 if (CAN_MERGE (op, top)) 1107
1108 if (object::can_merge (op, top))
1308 { 1109 {
1309 top->nrof += op->nrof; 1110 top->nrof += op->nrof;
1310 1111
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1112/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1113 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1114 op->destroy ();
1314 free_object (op);
1315 return top; 1115 return top;
1316 } 1116 }
1317 } 1117 }
1318 1118
1319 return NULL; 1119 return 0;
1320} 1120}
1321 1121
1122void
1123object::expand_tail ()
1124{
1125 if (more)
1126 return;
1127
1128 object *prev = this;
1129
1130 for (archetype *at = arch->more; at; at = at->more)
1131 {
1132 object *op = arch_to_object (at);
1133
1134 op->name = name;
1135 op->name_pl = name_pl;
1136 op->title = title;
1137
1138 op->head = this;
1139 prev->more = op;
1140
1141 prev = op;
1142 }
1143}
1144
1322/* 1145/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1146 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1324 * job preparing multi-part monsters 1147 * job preparing multi-part monsters.
1325 */ 1148 */
1326object * 1149object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1150insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1151{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1152 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1153 {
1336 tmp->x = x + tmp->arch->clone.x; 1154 tmp->x = x + tmp->arch->clone.x;
1337 tmp->y = y + tmp->arch->clone.y; 1155 tmp->y = y + tmp->arch->clone.y;
1338 } 1156 }
1339 1157
1358 * Return value: 1176 * Return value:
1359 * new object if 'op' was merged with other object 1177 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1178 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1179 * just 'op' otherwise
1362 */ 1180 */
1363
1364object * 1181object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1182insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1183{
1184 assert (!op->flag [FLAG_FREED]);
1185
1367 object *tmp, *top, *floor = NULL; 1186 object *tmp, *top, *floor = NULL;
1368 sint16 x, y;
1369 1187
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1188 op->remove ();
1371 {
1372 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL;
1374 }
1375 1189
1376 if (m == NULL) 1190#if 0
1377 { 1191 if (!m->active != !op->active)
1378 dump_object (op); 1192 if (m->active)
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1193 op->activate_recursive ();
1380 return op; 1194 else
1381 } 1195 op->deactivate_recursive ();
1196#endif
1382 1197
1383 if (out_of_map (m, op->x, op->y)) 1198 if (out_of_map (m, op->x, op->y))
1384 { 1199 {
1385 dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1200 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1387#ifdef MANY_CORES 1201#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object 1202 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting 1203 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted. 1204 * improperly inserted.
1391 */ 1205 */
1392 abort (); 1206 abort ();
1393#endif 1207#endif
1394 return op; 1208 return op;
1395 } 1209 }
1396 1210
1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401 return op;
1402 }
1403
1404 if (op->more != NULL)
1405 {
1406 /* The part may be on a different map. */
1407
1408 object *more = op->more; 1211 if (object *more = op->more)
1409 1212 {
1410 /* We really need the caller to normalize coordinates - if
1411 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it.
1414 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map)
1418 {
1419 /* For backwards compatibility - when not dealing with tiled maps,
1420 * more->map should always point to the parent.
1421 */
1422 more->map = m;
1423 }
1424
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1213 if (!insert_ob_in_map (more, m, originator, flag))
1426 { 1214 {
1427 if (!op->head) 1215 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 1217
1430 return NULL; 1218 return 0;
1431 } 1219 }
1432 } 1220 }
1433 1221
1434 CLEAR_FLAG (op, FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1223
1436 /* Ideally, the caller figures this out. However, it complicates a lot 1224 /* Ideally, the caller figures this out. However, it complicates a lot
1437 * of areas of callers (eg, anything that uses find_free_spot would now 1225 * of areas of callers (eg, anything that uses find_free_spot would now
1438 * need extra work 1226 * need extra work
1439 */ 1227 */
1440 op->map = get_map_from_coord (m, &op->x, &op->y); 1228 if (!xy_normalise (m, op->x, op->y))
1441 x = op->x; 1229 return 0;
1442 y = op->y; 1230
1231 op->map = m;
1232 mapspace &ms = op->ms ();
1443 1233
1444 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1445 */ 1235 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1237 for (tmp = ms.bot; tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1238 if (object::can_merge (op, tmp))
1449 { 1239 {
1450 op->nrof += tmp->nrof; 1240 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1241 tmp->destroy ();
1452 free_object (tmp);
1453 } 1242 }
1454 1243
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1244 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1245 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1246
1470 op->below = originator->below; 1259 op->below = originator->below;
1471 1260
1472 if (op->below) 1261 if (op->below)
1473 op->below->above = op; 1262 op->below->above = op;
1474 else 1263 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1264 ms.bot = op;
1476 1265
1477 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1478 originator->below = op; 1267 originator->below = op;
1479 } 1268 }
1480 else 1269 else
1481 { 1270 {
1271 top = ms.bot;
1272
1482 /* If there are other objects, then */ 1273 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1274 if ((!(flag & INS_MAP_LOAD)) && top)
1484 { 1275 {
1485 object *last = NULL; 1276 object *last = 0;
1486 1277
1487 /* 1278 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1279 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1280 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1281 * Generally, we want to put the new object on top. But if
1494 * once we get to them. This reduces the need to traverse over all of 1285 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time 1286 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed 1287 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1288 * that flying non pickable objects are spell objects.
1498 */ 1289 */
1499 1290 for (top = ms.bot; top; top = top->above)
1500 while (top != NULL)
1501 { 1291 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1292 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1293 floor = top;
1504 1294
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1295 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 top = top->below; 1298 top = top->below;
1509 break; 1299 break;
1510 } 1300 }
1511 1301
1512 last = top; 1302 last = top;
1513 top = top->above;
1514 } 1303 }
1515 1304
1516 /* Don't want top to be NULL, so set it to the last valid object */ 1305 /* Don't want top to be NULL, so set it to the last valid object */
1517 top = last; 1306 top = last;
1518 1307
1520 * looks like instead of lots of conditions here. 1309 * looks like instead of lots of conditions here.
1521 * makes things faster, and effectively the same result. 1310 * makes things faster, and effectively the same result.
1522 */ 1311 */
1523 1312
1524 /* Have object 'fall below' other objects that block view. 1313 /* Have object 'fall below' other objects that block view.
1525 * Unless those objects are exits, type 66 1314 * Unless those objects are exits.
1526 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1317 * stacking is a bit odd.
1529 */ 1318 */
1530 if (!(flag & INS_ON_TOP) && 1319 if (!(flag & INS_ON_TOP)
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1320 && ms.flags () & P_BLOCKSVIEW
1321 && (op->face && !faces [op->face].visibility))
1532 { 1322 {
1533 for (last = top; last != floor; last = last->below) 1323 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1324 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1325 break;
1326
1536 /* Check to see if we found the object that blocks view, 1327 /* Check to see if we found the object that blocks view,
1537 * and make sure we have a below pointer for it so that 1328 * and make sure we have a below pointer for it so that
1538 * we can get inserted below this one, which requires we 1329 * we can get inserted below this one, which requires we
1539 * set top to the object below us. 1330 * set top to the object below us.
1540 */ 1331 */
1542 top = last->below; 1333 top = last->below;
1543 } 1334 }
1544 } /* If objects on this space */ 1335 } /* If objects on this space */
1545 1336
1546 if (flag & INS_MAP_LOAD) 1337 if (flag & INS_MAP_LOAD)
1547 top = GET_MAP_TOP (op->map, op->x, op->y); 1338 top = ms.top;
1548 1339
1549 if (flag & INS_ABOVE_FLOOR_ONLY) 1340 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor; 1341 top = floor;
1551 1342
1552 /* Top is the object that our object (op) is going to get inserted above. 1343 /* Top is the object that our object (op) is going to get inserted above.
1553 */ 1344 */
1554 1345
1555 /* First object on this space */ 1346 /* First object on this space */
1556 if (!top) 1347 if (!top)
1557 { 1348 {
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1349 op->above = ms.bot;
1559 1350
1560 if (op->above) 1351 if (op->above)
1561 op->above->below = op; 1352 op->above->below = op;
1562 1353
1563 op->below = NULL; 1354 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1355 ms.bot = op;
1565 } 1356 }
1566 else 1357 else
1567 { /* get inserted into the stack above top */ 1358 { /* get inserted into the stack above top */
1568 op->above = top->above; 1359 op->above = top->above;
1569 1360
1572 1363
1573 op->below = top; 1364 op->below = top;
1574 top->above = op; 1365 top->above = op;
1575 } 1366 }
1576 1367
1577 if (op->above == NULL) 1368 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1369 ms.top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1370 } /* else not INS_BELOW_ORIGINATOR */
1580 1371
1581 if (op->type == PLAYER) 1372 if (op->type == PLAYER)
1373 {
1582 op->contr->do_los = 1; 1374 op->contr->do_los = 1;
1375 ++op->map->players;
1376 op->map->touch ();
1377 }
1378
1379 op->map->dirty = true;
1583 1380
1584 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1585 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1586 */ 1383 */
1587 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = ms.player ())
1589 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1590 tmp->contr->socket.update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1591 1388
1592 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1396 * of effect may be sufficient.
1600 */ 1397 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1603 1400
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1606 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1607 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1609 * 1408 *
1610 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1412 * update_object().
1615 1414
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1618 { 1417 {
1619 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1620 return NULL; 1419 return 0;
1621 1420
1622 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1422 * walk on's.
1624 */ 1423 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1627 return NULL; 1426 return 0;
1628 } 1427 }
1629 1428
1630 return op; 1429 return op;
1631} 1430}
1632 1431
1633/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1636 */ 1435 */
1637void 1436void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1438{
1640 object * 1439 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1440
1645 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1646 1442
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650 { 1445 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1446
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1448
1658 tmp1->x = op->x; 1449 tmp1->x = op->x;
1659 tmp1->y = op->y; 1450 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1452}
1453
1454object *
1455object::insert_at (object *where, object *originator, int flags)
1456{
1457 return where->map->insert (this, where->x, where->y, originator, flags);
1661} 1458}
1662 1459
1663/* 1460/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1461 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains 1462 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1463 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1464 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1465 * global static errmsg array.
1669 */ 1466 */
1670
1671object * 1467object *
1672get_split_ob (object *orig_ob, uint32 nr) 1468get_split_ob (object *orig_ob, uint32 nr)
1673{ 1469{
1674 object * 1470 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1471 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1472
1679 if (orig_ob->nrof < nr) 1473 if (orig_ob->nrof < nr)
1680 { 1474 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1475 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1476 return NULL;
1683 } 1477 }
1684 1478
1685 newob = object_create_clone (orig_ob); 1479 newob = object_create_clone (orig_ob);
1686 1480
1687 if ((orig_ob->nrof -= nr) < 1) 1481 if ((orig_ob->nrof -= nr) < 1)
1688 { 1482 orig_ob->destroy (1);
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed) 1483 else if (!is_removed)
1694 { 1484 {
1695 if (orig_ob->env != NULL) 1485 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1486 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1487 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1712 * the amount of an object. If the amount reaches 0, the object 1502 * the amount of an object. If the amount reaches 0, the object
1713 * is subsequently removed and freed. 1503 * is subsequently removed and freed.
1714 * 1504 *
1715 * Return value: 'op' if something is left, NULL if the amount reached 0 1505 * Return value: 'op' if something is left, NULL if the amount reached 0
1716 */ 1506 */
1717
1718object * 1507object *
1719decrease_ob_nr (object *op, uint32 i) 1508decrease_ob_nr (object *op, uint32 i)
1720{ 1509{
1721 object *tmp; 1510 object *tmp;
1722 player *pl;
1723 1511
1724 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1513 return op;
1726 1514
1727 if (i > op->nrof) 1515 if (i > op->nrof)
1728 i = op->nrof; 1516 i = op->nrof;
1729 1517
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1519 op->nrof -= i;
1732 else if (op->env != NULL) 1520 else if (op->env)
1733 { 1521 {
1734 /* is this object in the players inventory, or sub container 1522 /* is this object in the players inventory, or sub container
1735 * therein? 1523 * therein?
1736 */ 1524 */
1737 tmp = is_player_inv (op->env); 1525 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1526 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1527 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1528 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1529 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1530 * and then searching the map for a player.
1743 */ 1531 */
1744 if (!tmp) 1532 if (!tmp)
1745 { 1533 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1534 if (pl->ob->container == op->env)
1535 {
1536 tmp = pl->ob;
1748 break; 1537 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1538 }
1754 1539
1755 if (i < op->nrof) 1540 if (i < op->nrof)
1756 { 1541 {
1757 sub_weight (op->env, op->weight * i); 1542 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1543 op->nrof -= i;
1759 if (tmp) 1544 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1762 }
1763 } 1546 }
1764 else 1547 else
1765 { 1548 {
1766 remove_ob (op); 1549 op->remove ();
1767 op->nrof = 0; 1550 op->nrof = 0;
1768 if (tmp) 1551 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1552 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1553 }
1773 } 1554 }
1774 else 1555 else
1775 { 1556 {
1776 object *above = op->above; 1557 object *above = op->above;
1777 1558
1778 if (i < op->nrof) 1559 if (i < op->nrof)
1779 op->nrof -= i; 1560 op->nrof -= i;
1780 else 1561 else
1781 { 1562 {
1782 remove_ob (op); 1563 op->remove ();
1783 op->nrof = 0; 1564 op->nrof = 0;
1784 } 1565 }
1785 1566
1786 /* Since we just removed op, op->above is null */ 1567 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1568 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1569 if (tmp->type == PLAYER)
1789 { 1570 {
1790 if (op->nrof) 1571 if (op->nrof)
1791 esrv_send_item (tmp, op); 1572 esrv_send_item (tmp, op);
1792 else 1573 else
1796 1577
1797 if (op->nrof) 1578 if (op->nrof)
1798 return op; 1579 return op;
1799 else 1580 else
1800 { 1581 {
1801 free_object (op); 1582 op->destroy ();
1802 return NULL; 1583 return 0;
1803 } 1584 }
1804} 1585}
1805 1586
1806/* 1587/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1588 * add_weight(object, weight) adds the specified weight to an object,
1808 * and also updates how much the environment(s) is/are carrying. 1589 * and also updates how much the environment(s) is/are carrying.
1809 */ 1590 */
1810
1811void 1591void
1812add_weight (object *op, signed long weight) 1592add_weight (object *op, signed long weight)
1813{ 1593{
1814 while (op != NULL) 1594 while (op != NULL)
1815 { 1595 {
1819 op->carrying += weight; 1599 op->carrying += weight;
1820 op = op->env; 1600 op = op->env;
1821 } 1601 }
1822} 1602}
1823 1603
1604object *
1605insert_ob_in_ob (object *op, object *where)
1606{
1607 if (!where)
1608 {
1609 char *dump = dump_object (op);
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump);
1612 return op;
1613 }
1614
1615 if (where->head)
1616 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head;
1619 }
1620
1621 return where->insert (op);
1622}
1623
1824/* 1624/*
1825 * insert_ob_in_ob(op,environment): 1625 * env->insert (op)
1826 * This function inserts the object op in the linked list 1626 * This function inserts the object op in the linked list
1827 * inside the object environment. 1627 * inside the object environment.
1828 * 1628 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1629 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1836 */ 1631 */
1837
1838object * 1632object *
1839insert_ob_in_ob (object *op, object *where) 1633object::insert (object *op)
1840{ 1634{
1841 object * 1635 object *tmp, *otmp;
1842 tmp, *
1843 otmp;
1844 1636
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1637 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1638 op->remove ();
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864 1639
1865 if (op->more) 1640 if (op->more)
1866 { 1641 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1642 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1643 return op;
1870 1645
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1646 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1647 CLEAR_FLAG (op, FLAG_REMOVED);
1873 if (op->nrof) 1648 if (op->nrof)
1874 { 1649 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1650 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1651 if (object::can_merge (tmp, op))
1877 { 1652 {
1878 /* return the original object and remove inserted object 1653 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1654 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1655 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1656 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1657 * tmp->nrof, we need to increase the weight.
1883 */ 1658 */
1884 add_weight (where, op->weight * op->nrof); 1659 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1660 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1661 op->destroy (); /* free the inserted object */
1887 op = tmp; 1662 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1663 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1664 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1665 break;
1891 } 1666 }
1892 1667
1893 /* I assume combined objects have no inventory 1668 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1669 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1670 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do 1671 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1672 * the linking below
1898 */ 1673 */
1899 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1900 } 1675 }
1901 else 1676 else
1902 add_weight (where, (op->weight + op->carrying)); 1677 add_weight (this, (op->weight + op->carrying));
1903 1678
1904 otmp = is_player_inv (where); 1679 otmp = this->in_player ();
1905 if (otmp && otmp->contr != NULL) 1680 if (otmp && otmp->contr)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1681 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1682 otmp->update_stats ();
1909 }
1910 1683
1911 op->map = NULL; 1684 op->map = 0;
1912 op->env = where; 1685 op->env = this;
1913 op->above = NULL; 1686 op->above = 0;
1914 op->below = NULL; 1687 op->below = 0;
1915 op->x = 0, op->y = 0; 1688 op->x = 0, op->y = 0;
1916 1689
1917 /* reset the light list and los of the players on the map */ 1690 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1691 if ((op->glow_radius != 0) && map)
1919 { 1692 {
1920#ifdef DEBUG_LIGHTS 1693#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1694 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1695#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1696 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1697 update_all_los (map, x, y);
1925 } 1698 }
1926 1699
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1700 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1701 * It sure simplifies this function...
1929 */ 1702 */
1930 if (where->inv == NULL) 1703 if (!inv)
1931 where->inv = op; 1704 inv = op;
1932 else 1705 else
1933 { 1706 {
1934 op->below = where->inv; 1707 op->below = inv;
1935 op->below->above = op; 1708 op->below->above = op;
1936 where->inv = op; 1709 inv = op;
1937 } 1710 }
1711
1712 INVOKE_OBJECT (INSERT, this);
1713
1938 return op; 1714 return op;
1939} 1715}
1940 1716
1941/* 1717/*
1942 * Checks if any objects has a move_type that matches objects 1718 * Checks if any objects has a move_type that matches objects
1956 * 1732 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1733 * MSW 2001-07-08: Check all objects on space, not just those below
1958 * object being inserted. insert_ob_in_map may not put new objects 1734 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1735 * on top.
1960 */ 1736 */
1961
1962int 1737int
1963check_move_on (object *op, object *originator) 1738check_move_on (object *op, object *originator)
1964{ 1739{
1965 object * 1740 object *tmp;
1966 tmp; 1741 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1742 int x = op->x, y = op->y;
1973 1743
1974 MoveType 1744 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1745
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1746 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1747 return 0;
1981
1982 tag = op->count;
1983 1748
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1752
2003 1768
2004 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
2006 */ 1771 */
2007 1772
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1773 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1774 {
2010 /* Trim the search when we find the first other spell effect 1775 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1776 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1777 * we don't need to check all of them.
2013 */ 1778 */
2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033 { 1798 {
2034 1799
2035 float 1800 float
2036 diff = tmp->move_slow_penalty * FABS (op->speed); 1801 diff = tmp->move_slow_penalty * fabs (op->speed);
2037 1802
2038 if (op->type == PLAYER) 1803 if (op->type == PLAYER)
2039 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2040 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2041 diff /= 4.0; 1806 diff /= 4.0;
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1813 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1814 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1815 {
2051 move_apply (tmp, op, originator); 1816 move_apply (tmp, op, originator);
2052 1817
2053 if (was_destroyed (op, tag)) 1818 if (op->destroyed ())
2054 return 1; 1819 return 1;
2055 1820
2056 /* what the person/creature stepped onto has moved the object 1821 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1822 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1823 * have a feeling strange problems would result.
2068/* 1833/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1834 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1835 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
2072 */ 1837 */
2073
2074object * 1838object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1839present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1840{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1841 if (!m || out_of_map (m, x, y))
2081 { 1842 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1843 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1844 return NULL;
2084 } 1845 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846
1847 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1848 if (tmp->arch == at)
2087 return tmp; 1849 return tmp;
1850
2088 return NULL; 1851 return NULL;
2089} 1852}
2090 1853
2091/* 1854/*
2092 * present(type, map, x, y) searches for any objects with 1855 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1856 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
2095 */ 1858 */
2096
2097object * 1859object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1860present (unsigned char type, maptile *m, int x, int y)
2099{ 1861{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1862 if (out_of_map (m, x, y))
2104 { 1863 {
2105 LOG (llevError, "Present called outside map.\n"); 1864 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1865 return NULL;
2107 } 1866 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867
1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1869 if (tmp->type == type)
2110 return tmp; 1870 return tmp;
1871
2111 return NULL; 1872 return NULL;
2112} 1873}
2113 1874
2114/* 1875/*
2115 * present_in_ob(type, object) searches for any objects with 1876 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1877 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2118 */ 1879 */
2119
2120object * 1880object *
2121present_in_ob (unsigned char type, const object *op) 1881present_in_ob (unsigned char type, const object *op)
2122{ 1882{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1884 if (tmp->type == type)
2128 return tmp; 1885 return tmp;
1886
2129 return NULL; 1887 return NULL;
2130} 1888}
2131 1889
2132/* 1890/*
2133 * present_in_ob (type, str, object) searches for any objects with 1891 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1899 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1900 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1901 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1902 * to be unique.
2145 */ 1903 */
2146
2147object * 1904object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1905present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1906{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1908 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1909 return tmp;
2157 } 1910
2158 return NULL; 1911 return 0;
2159} 1912}
2160 1913
2161/* 1914/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1915 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1916 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1917 * The first matching object is returned, or NULL if none.
2165 */ 1918 */
2166
2167object * 1919object *
2168present_arch_in_ob (const archetype *at, const object *op) 1920present_arch_in_ob (const archetype *at, const object *op)
2169{ 1921{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1923 if (tmp->arch == at)
2175 return tmp; 1924 return tmp;
1925
2176 return NULL; 1926 return NULL;
2177} 1927}
2178 1928
2179/* 1929/*
2180 * activate recursively a flag on an object inventory 1930 * activate recursively a flag on an object inventory
2181 */ 1931 */
2182void 1932void
2183flag_inv (object *op, int flag) 1933flag_inv (object *op, int flag)
2184{ 1934{
2185 object *
2186 tmp;
2187
2188 if (op->inv) 1935 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 { 1937 {
2191 SET_FLAG (tmp, flag); 1938 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1939 flag_inv (tmp, flag);
2193 } 1940 }
2194} /* 1941}
1942
1943/*
2195 * desactivate recursively a flag on an object inventory 1944 * deactivate recursively a flag on an object inventory
2196 */ 1945 */
2197void 1946void
2198unflag_inv (object *op, int flag) 1947unflag_inv (object *op, int flag)
2199{ 1948{
2200 object *
2201 tmp;
2202
2203 if (op->inv) 1949 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205 { 1951 {
2206 CLEAR_FLAG (tmp, flag); 1952 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1953 unflag_inv (tmp, flag);
2208 } 1954 }
2209} 1955}
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1958 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively). 1959 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for 1960 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function. 1961 * him/her-self and all object carried by a call to this function.
2216 */ 1962 */
2217
2218void 1963void
2219set_cheat (object *op) 1964set_cheat (object *op)
2220{ 1965{
2221 SET_FLAG (op, FLAG_WAS_WIZ); 1966 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ); 1967 flag_inv (op, FLAG_WAS_WIZ);
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1986 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1987 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1988 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1989 * customized, changed states, etc.
2245 */ 1990 */
2246
2247int 1991int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1992find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 1993{
2250 int
2251 i,
2252 index = 0, flag; 1994 int index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 1995 int altern[SIZEOFFREE];
2255 1996
2256 for (i = start; i < stop; i++) 1997 for (int i = start; i < stop; i++)
2257 { 1998 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1999 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259 if (!flag) 2000 if (!flag)
2260 altern[index++] = i; 2001 altern [index++] = i;
2261 2002
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2003 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 2004 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 2005 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 2006 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 2007 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2008 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2009 * won't look 2 spaces south of the target space.
2269 */ 2010 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2011 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2271 stop = maxfree[i]; 2012 stop = maxfree[i];
2272 } 2013 }
2014
2273 if (!index) 2015 if (!index)
2274 return -1; 2016 return -1;
2017
2275 return altern[RANDOM () % index]; 2018 return altern [rndm (index)];
2276} 2019}
2277 2020
2278/* 2021/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2022 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2023 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2024 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2025 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2026 */
2284
2285int 2027int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2028find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2029{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2030 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2031 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2032 return i;
2295 } 2033
2296 return -1; 2034 return -1;
2297} 2035}
2298 2036
2299/* 2037/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2038 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2039 * arr[begin..end-1].
2040 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2041 */
2303static void 2042static void
2304permute (int *arr, int begin, int end) 2043permute (int *arr, int begin, int end)
2305{ 2044{
2306 int 2045 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2046 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2047
2317 tmp = arr[i]; 2048 while (--end)
2318 arr[i] = arr[j]; 2049 swap (arr [end], arr [rndm (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2050}
2322 2051
2323/* new function to make monster searching more efficient, and effective! 2052/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2053 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2054 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2057 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2058 */
2330void 2059void
2331get_search_arr (int *search_arr) 2060get_search_arr (int *search_arr)
2332{ 2061{
2333 int 2062 int i;
2334 i;
2335 2063
2336 for (i = 0; i < SIZEOFFREE; i++) 2064 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2065 search_arr[i] = i;
2339 }
2340 2066
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2067 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2068 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2069 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2070}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2079 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2080 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2081 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2082 * there is capable of.
2357 */ 2083 */
2358
2359int 2084int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2085find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2086{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2087 int i, max = SIZEOFFREE, mflags;
2365 2088
2366 sint16 nx, ny; 2089 sint16 nx, ny;
2367 object * 2090 object *tmp;
2368 tmp; 2091 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2092
2372 MoveType blocked, move_type; 2093 MoveType blocked, move_type;
2373 2094
2374 if (exclude && exclude->head) 2095 if (exclude && exclude->head)
2375 { 2096 {
2387 mp = m; 2108 mp = m;
2388 nx = x + freearr_x[i]; 2109 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2110 ny = y + freearr_y[i];
2390 2111
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2112 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113
2392 if (mflags & P_OUT_OF_MAP) 2114 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2115 max = maxfree[i];
2395 }
2396 else 2116 else
2397 { 2117 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2118 mapspace &ms = mp->at (nx, ny);
2119
2120 blocked = ms.move_block;
2399 2121
2400 if ((move_type & blocked) == move_type) 2122 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2123 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2124 else if (mflags & P_IS_ALIVE)
2405 { 2125 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2126 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2127 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2128 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break; 2129 break;
2411 } 2130
2412 }
2413 if (tmp) 2131 if (tmp)
2414 {
2415 return freedir[i]; 2132 return freedir[i];
2416 }
2417 } 2133 }
2418 } 2134 }
2419 } 2135 }
2136
2420 return 0; 2137 return 0;
2421} 2138}
2422 2139
2423/* 2140/*
2424 * distance(object 1, object 2) will return the square of the 2141 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2142 * distance between the two given objects.
2426 */ 2143 */
2427
2428int 2144int
2429distance (const object *ob1, const object *ob2) 2145distance (const object *ob1, const object *ob2)
2430{ 2146{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2147 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2148}
2437 2149
2438/* 2150/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2151 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2152 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2153 * object, needs to travel toward it.
2442 */ 2154 */
2443
2444int 2155int
2445find_dir_2 (int x, int y) 2156find_dir_2 (int x, int y)
2446{ 2157{
2447 int 2158 int q;
2448 q;
2449 2159
2450 if (y) 2160 if (y)
2451 q = x * 100 / y; 2161 q = x * 100 / y;
2452 else if (x) 2162 else if (x)
2453 q = -300 * x; 2163 q = -300 * x;
2478 2188
2479 return 3; 2189 return 3;
2480} 2190}
2481 2191
2482/* 2192/*
2483 * absdir(int): Returns a number between 1 and 8, which represent
2484 * the "absolute" direction of a number (it actually takes care of
2485 * "overflow" in previous calculations of a direction).
2486 */
2487
2488int
2489absdir (int d)
2490{
2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2495 return d;
2496}
2497
2498/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2193 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2500 * between two directions (which are expected to be absolute (see absdir()) 2194 * between two directions (which are expected to be absolute (see absdir())
2501 */ 2195 */
2502
2503int 2196int
2504dirdiff (int dir1, int dir2) 2197dirdiff (int dir1, int dir2)
2505{ 2198{
2506 int 2199 int d;
2507 d;
2508 2200
2509 d = abs (dir1 - dir2); 2201 d = abs (dir1 - dir2);
2510 if (d > 4) 2202 if (d > 4)
2511 d = 8 - d; 2203 d = 8 - d;
2204
2512 return d; 2205 return d;
2513} 2206}
2514 2207
2515/* peterm: 2208/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2209 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2212 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2213 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2214 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2215 * functions.
2523 */ 2216 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2217int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2218 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2219 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2220 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2221 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2222 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2270 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2271 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2272 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2273 * Modified to be map tile aware -.MSW
2583 */ 2274 */
2584
2585
2586int 2275int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2276can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2277{
2589 sint16 dx, dy; 2278 sint16 dx, dy;
2590 int
2591 mflags; 2279 int mflags;
2592 2280
2593 if (dir < 0) 2281 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2282 return 0; /* exit condition: invalid direction */
2595 2283
2596 dx = x + freearr_x[dir]; 2284 dx = x + freearr_x[dir];
2609 return 0; 2297 return 0;
2610 2298
2611 /* yes, can see. */ 2299 /* yes, can see. */
2612 if (dir < 9) 2300 if (dir < 9)
2613 return 1; 2301 return 1;
2302
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2303 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2304 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2306}
2617
2618
2619 2307
2620/* 2308/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2309 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2310 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2311 * picked up, otherwise 0.
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2325}
2638 2326
2639
2640/* 2327/*
2641 * create clone from object to another 2328 * create clone from object to another
2642 */ 2329 */
2643object * 2330object *
2644object_create_clone (object *asrc) 2331object_create_clone (object *asrc)
2645{ 2332{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2333 object *dst = 0, *tmp, *src, *part, *prev, *item;
2648 2334
2649 if (!asrc) 2335 if (!asrc)
2650 return NULL; 2336 return 0;
2337
2651 src = asrc; 2338 src = asrc;
2652 if (src->head) 2339 if (src->head)
2653 src = src->head; 2340 src = src->head;
2654 2341
2655 prev = NULL; 2342 prev = 0;
2656 for (part = src; part; part = part->more) 2343 for (part = src; part; part = part->more)
2657 { 2344 {
2658 tmp = get_object (); 2345 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2346 tmp->x -= src->x;
2661 tmp->y -= src->y; 2347 tmp->y -= src->y;
2348
2662 if (!part->head) 2349 if (!part->head)
2663 { 2350 {
2664 dst = tmp; 2351 dst = tmp;
2665 tmp->head = NULL; 2352 tmp->head = 0;
2666 } 2353 }
2667 else 2354 else
2668 {
2669 tmp->head = dst; 2355 tmp->head = dst;
2670 } 2356
2671 tmp->more = NULL; 2357 tmp->more = 0;
2358
2672 if (prev) 2359 if (prev)
2673 prev->more = tmp; 2360 prev->more = tmp;
2361
2674 prev = tmp; 2362 prev = tmp;
2675 } 2363 }
2676 2364
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2365 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2367
2683 return dst; 2368 return dst;
2684}
2685
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */
2706
2707object *
2708load_object_str (const char *obstr)
2709{
2710 object *
2711 op;
2712 char
2713 filename[MAX_BUF];
2714
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716
2717 FILE *
2718 tempfile = fopen (filename, "w");
2719
2720 if (tempfile == NULL)
2721 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL;
2724 };
2725 fprintf (tempfile, obstr);
2726 fclose (tempfile);
2727
2728 op = get_object ();
2729
2730 object_thawer thawer (filename);
2731
2732 if (thawer)
2733 load_object (thawer, op, 0);
2734
2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2736 CLEAR_FLAG (op, FLAG_REMOVED);
2737
2738 return op;
2739} 2369}
2740 2370
2741/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2742 * has the same type and subtype match. 2372 * has the same type and subtype match.
2743 * returns NULL if no match. 2373 * returns NULL if no match.
2744 */ 2374 */
2745object * 2375object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2376find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2377{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2378 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2379 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2380 return tmp;
2754 2381
2755 return NULL; 2382 return 0;
2756} 2383}
2757 2384
2758/* If ob has a field named key, return the link from the list, 2385/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2386 * otherwise return NULL.
2760 * 2387 *
2762 * do the desired thing. 2389 * do the desired thing.
2763 */ 2390 */
2764key_value * 2391key_value *
2765get_ob_key_link (const object *ob, const char *key) 2392get_ob_key_link (const object *ob, const char *key)
2766{ 2393{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2394 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2395 if (link->key == key)
2773 {
2774 return link; 2396 return link;
2775 }
2776 }
2777 2397
2778 return NULL; 2398 return 0;
2779} 2399}
2780 2400
2781/* 2401/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2402 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2403 *
2786 * The returned string is shared. 2406 * The returned string is shared.
2787 */ 2407 */
2788const char * 2408const char *
2789get_ob_key_value (const object *op, const char *const key) 2409get_ob_key_value (const object *op, const char *const key)
2790{ 2410{
2791 key_value * 2411 key_value *link;
2792 link; 2412 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2413
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2414 if (!canonical_key)
2799 { 2415 {
2800 /* 1. There being a field named key on any object 2416 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2417 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2418 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2419 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2420 */
2805 return NULL; 2421 return 0;
2806 } 2422 }
2807 2423
2808 /* This is copied from get_ob_key_link() above - 2424 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2425 * only 4 lines, and saves the function call overhead.
2810 */ 2426 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2427 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2428 if (link->key == canonical_key)
2814 {
2815 return link->value; 2429 return link->value;
2816 } 2430
2817 }
2818 return NULL; 2431 return 0;
2819} 2432}
2820
2821 2433
2822/* 2434/*
2823 * Updates the canonical_key in op to value. 2435 * Updates the canonical_key in op to value.
2824 * 2436 *
2825 * canonical_key is a shared string (value doesn't have to be). 2437 * canonical_key is a shared string (value doesn't have to be).
2830 * Returns TRUE on success. 2442 * Returns TRUE on success.
2831 */ 2443 */
2832int 2444int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2445set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2446{
2835 key_value *
2836 field = NULL, *last = NULL; 2447 key_value *field = NULL, *last = NULL;
2837 2448
2838 for (field = op->key_values; field != NULL; field = field->next) 2449 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2450 {
2840 if (field->key != canonical_key) 2451 if (field->key != canonical_key)
2841 { 2452 {
2869 /* IF we get here, key doesn't exist */ 2480 /* IF we get here, key doesn't exist */
2870 2481
2871 /* No field, we'll have to add it. */ 2482 /* No field, we'll have to add it. */
2872 2483
2873 if (!add_key) 2484 if (!add_key)
2874 {
2875 return FALSE; 2485 return FALSE;
2876 } 2486
2877 /* There isn't any good reason to store a null 2487 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2488 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2489 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2490 * be here. If user wants to store empty strings,
2881 * should pass in "" 2491 * should pass in ""
2908{ 2518{
2909 shstr key_ (key); 2519 shstr key_ (key);
2910 2520
2911 return set_ob_key_value_s (op, key_, value, add_key); 2521 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2522}
2523
2524object::depth_iterator::depth_iterator (object *container)
2525: iterator_base (container)
2526{
2527 while (item->inv)
2528 item = item->inv;
2529}
2530
2531void
2532object::depth_iterator::next ()
2533{
2534 if (item->below)
2535 {
2536 item = item->below;
2537
2538 while (item->inv)
2539 item = item->inv;
2540 }
2541 else
2542 item = item->env;
2543}
2544
2545
2546const char *
2547object::flag_desc (char *desc, int len) const
2548{
2549 char *p = desc;
2550 bool first = true;
2551
2552 *p = 0;
2553
2554 for (int i = 0; i < NUM_FLAGS; i++)
2555 {
2556 if (len <= 10) // magic constant!
2557 {
2558 snprintf (p, len, ",...");
2559 break;
2560 }
2561
2562 if (flag [i])
2563 {
2564 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2565 len -= cnt;
2566 p += cnt;
2567 first = false;
2568 }
2569 }
2570
2571 return desc;
2572}
2573
2574// return a suitable string describing an object in enough detail to find it
2575const char *
2576object::debug_desc (char *info) const
2577{
2578 char flagdesc[512];
2579 char info2[256 * 4];
2580 char *p = info;
2581
2582 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2583 count, uuid.seq,
2584 &name,
2585 title ? "\",title:\"" : "",
2586 title ? (const char *)title : "",
2587 flag_desc (flagdesc, 512), type);
2588
2589 if (env)
2590 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2591
2592 if (map)
2593 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2594
2595 return info;
2596}
2597
2598const char *
2599object::debug_desc () const
2600{
2601 static char info[3][256 * 4];
2602 static int info_idx;
2603
2604 return debug_desc (info [++info_idx % 3]);
2605}
2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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