ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 26 variable. */
33#include <global.h> 27#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 28#include <stdio.h>
36# include <sys/types.h> 29#include <sys/types.h>
37# include <sys/uio.h> 30#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 31#include <object.h>
40#include <funcpoint.h> 32#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
43int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
44 40
45object *objects; /* Pointer to the list of used objects */
46object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
47 42
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 45};
57int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 55};
61 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 135static int
64compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
65{ 137{
66 key_value *wants_field; 138 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
71 */ 143 */
72 144
73 /* For each field in wants, */ 145 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 147 {
76 key_value *has_field; 148 key_value *has_field;
77 149
78 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
113 * 185 *
114 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
117 * 189 *
118 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
119 * 191 *
120 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
121 * check weight 193 * check weight
122 */ 194 */
123
124bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
125{ 196{
126 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
128 return 0; 203 return 0;
129 204
130 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 208 * used to store nrof).
136 */ 209 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 221
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 224
152 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 250 return 0;
184 251
185 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 253 * check all objects in the inventory.
187 */ 254 */
190 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 259 return 0;
193 260
194 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 263 return 0;
197 264
198 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 266 * if it is valid.
200 */ 267 */
209 276
210 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
212 * check? 279 * check?
213 */ 280 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 282 return 0;
216 283
217 switch (ob1->type) 284 switch (ob1->type)
218 { 285 {
219 case SCROLL: 286 case SCROLL:
220 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
221 return 0; 288 return 0;
222 break; 289 break;
223 } 290 }
224 291
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 293 {
227 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
249/* 316/*
250 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
253 */ 320 */
254signed long 321long
255sum_weight (object *op) 322sum_weight (object *op)
256{ 323{
257 signed long sum; 324 long sum;
258 object *inv; 325 object *inv;
259 326
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 328 {
262 if (inv->inv) 329 if (inv->inv)
263 sum_weight (inv); 330 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 332 }
333
266 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
268 if (op->carrying != sum) 337 if (op->carrying != sum)
269 op->carrying = sum; 338 op->carrying = sum;
339
270 return sum; 340 return sum;
271} 341}
272 342
273/** 343/**
274 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
281 op = op->env; 351 op = op->env;
282 return op; 352 return op;
283} 353}
284 354
285/* 355/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 357 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
304 */ 359 */
305 360
306void 361char *
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 362dump_object (object *op)
362{ 363{
363 if (op == NULL) 364 if (!op)
364 { 365 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 366
372void 367 object_freezer freezer;
373dump_all_objects (void) 368 save_object (freezer, op, 1);
374{ 369 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 370}
383 371
384/* 372/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
406 */ 394 */
407 395
408object * 396object *
409find_object (tag_t i) 397find_object (tag_t i)
410{ 398{
411 object *op; 399 for (object *op = object::first; op; op = op->next)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 400 if (op->count == i)
415 break; 401 return op;
402
416 return op; 403 return 0;
417} 404}
418 405
419/* 406/*
420 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
423 */ 410 */
424 411
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * 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
484 * skill and experience objects. 433 * skill and experience objects.
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* 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
494 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
495 * 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
496 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
497 * 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.
498 */ 447 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
500 owner = owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 451 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 452}
542 453
543/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 455 * refcounts and freeing the links.
545 */ 456 */
555 } 466 }
556 467
557 op->key_values = 0; 468 op->key_values = 0;
558} 469}
559 470
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 471/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 477 * will point at garbage.
632 */ 478 */
633
634void 479void
635copy_object (object *op2, object *op) 480object::copy_to (object *dst)
636{ 481{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 484
640 op2->clone (op); 485 *(object_copy *)dst = *this;
641 486
642 if (is_freed) 487 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
644 if (is_removed) 490 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
646 492
647 if (op2->speed < 0) 493 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 495
650 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
651 if (op2->key_values) 497 if (key_values)
652 { 498 {
653 key_value *tail = 0; 499 key_value *tail = 0;
654 key_value *i; 500 key_value *i;
655 501
656 op->key_values = 0; 502 dst->key_values = 0;
657 503
658 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
659 { 505 {
660 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
661 507
662 new_link->next = 0; 508 new_link->next = 0;
663 new_link->key = i->key; 509 new_link->key = i->key;
664 new_link->value = i->value; 510 new_link->value = i->value;
665 511
666 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
667 if (!op->key_values) 513 if (!dst->key_values)
668 { 514 {
669 op->key_values = new_link; 515 dst->key_values = new_link;
670 tail = new_link; 516 tail = new_link;
671 } 517 }
672 else 518 else
673 { 519 {
674 tail->next = new_link; 520 tail->next = new_link;
675 tail = new_link; 521 tail = new_link;
676 } 522 }
677 } 523 }
678 } 524 }
679 525
680 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
681} 535}
682 536
683/* 537/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
687 */ 541 */
688
689void 542void
690update_turn_face (object *op) 543update_turn_face (object *op)
691{ 544{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 546 return;
547
694 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
696} 550}
697 551
698/* 552/*
699 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
702 */ 556 */
703
704void 557void
705update_ob_speed (object *op) 558object::set_speed (float speed)
706{ 559{
707 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 561 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 563 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 564 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 565
732 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
733 * of the list. */ 567
734 op->active_next = active_objects; 568 if (has_active_speed ())
735 if (op->active_next != NULL) 569 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 570 else
740 { 571 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 572}
761 573
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 574/*
794 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 578 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
801 * 582 *
802 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 584 * current action are:
808 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
813 */ 590 */
814
815void 591void
816update_object (object *op, int action) 592update_object (object *op, int action)
817{ 593{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
820 595
821 if (op == NULL) 596 if (op == NULL)
822 { 597 {
823 /* this should never happen */ 598 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 600 return;
826 } 601 }
827 602
828 if (op->env != NULL) 603 if (op->env)
829 { 604 {
830 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
831 * to do in this case. 606 * to do in this case.
832 */ 607 */
833 return; 608 return;
838 */ 613 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 615 return;
841 616
842 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 619 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 621#ifdef MANY_CORES
847 abort (); 622 abort ();
848#endif 623#endif
849 return; 624 return;
850 } 625 }
851 626
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
859 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
860 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 644 * to have move_allow right now.
884 */ 645 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 648 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 649 }
891 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 652 * that is being removed.
894 */ 653 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 655 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
902 }
903 else 658 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 660
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 661 if (op->more)
915 update_object (op->more, action); 662 update_object (op->more, action);
916} 663}
917 664
918static unordered_vector<object *> mortals; 665object *object::first;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932 666
933object::object () 667object::object ()
934{ 668{
935 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
936 670
937 expmul = 1.0; 671 expmul = 1.0;
938 face = blank_face; 672 face = blank_face;
939 attacked_by_count = -1;
940} 673}
941 674
942object::~object () 675object::~object ()
943{ 676{
944 free_key_values (this); 677 free_key_values (this);
945} 678}
946 679
947void object::link () 680void object::link ()
948{ 681{
949 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
950 684
951 prev = 0; 685 prev = 0;
952 next = objects; 686 next = object::first;
953 687
954 if (objects) 688 if (object::first)
955 objects->prev = this; 689 object::first->prev = this;
956 690
957 objects = this; 691 object::first = this;
958} 692}
959 693
960void object::unlink () 694void object::unlink ()
961{ 695{
962 count = 0; 696 if (this == object::first)
697 object::first = next;
963 698
964 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
968 prev = 0; 703 prev = 0;
969 }
970
971 if (next)
972 {
973 next->prev = prev;
974 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
975 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
976 725
977 if (this == objects) 726 if (active_next)
978 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
979} 839}
980 840
981object *object::create () 841object *object::create ()
982{ 842{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 843 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 844 op->link ();
996 return op; 845 return op;
997} 846}
998 847
999/* 848void
1000 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 850{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 851 if (flag [FLAG_IS_LINKED])
1012 { 852 remove_button_link (this);
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 853
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 854 if (flag [FLAG_FRIENDLY])
1021 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1023 remove_friendly_object (this); 855 remove_friendly_object (this);
1024 }
1025 856
1026 if (QUERY_FLAG (this, FLAG_FREED)) 857 if (!flag [FLAG_REMOVED])
1027 { 858 remove ();
1028 dump_object (this); 859
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 860 if (flag [FLAG_FREED])
1030 return; 861 return;
862
863 set_speed (0);
864
865 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
1032 894
1033 if (more) 895 if (more)
1034 { 896 {
1035 more->free (free_inventory); 897 more->destroy ();
1036 more = 0; 898 more = 0;
1037 } 899 }
1038 900
1039 if (inv) 901 // clear those pointers that likely might have circular references to us
1040 { 902 owner = 0;
1041 /* Only if the space blocks everything do we not process - 903 enemy = 0;
1042 * if some form of movement is allowed, let objects 904 attacked_by = 0;
1043 * drop on that space.
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 905
1050 while (op) 906 // only relevant for players(?), but make sure of it anyways
1051 { 907 contr = 0;
1052 object * 908}
1053 tmp = op->below;
1054 909
1055 remove_ob (op); 910void
1056 op->free (free_inventory); 911object::destroy (bool destroy_inventory)
1057 op = tmp; 912{
1058 } 913 if (destroyed ())
1059 } 914 return;
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064 915
1065 while (op) 916 if (destroy_inventory)
1066 { 917 destroy_inv (false);
1067 object *
1068 tmp = op->below;
1069 918
1070 remove_ob (op); 919 attachable::destroy ();
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 920}
1099 921
1100/* 922/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1103 */ 925 */
1104
1105void 926void
1106sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1107{ 928{
1108 while (op != NULL) 929 while (op != NULL)
1109 { 930 {
1110 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 933
1114 op->carrying -= weight; 934 op->carrying -= weight;
1115 op = op->env; 935 op = op->env;
1116 } 936 }
1117} 937}
1118 938
1119/* remove_ob(op): 939/* op->remove ():
1120 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 944 * the previous environment.
1125 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1126 */ 946 */
1127
1128void 947void
1129remove_ob (object *op) 948object::remove ()
1130{ 949{
1131 object *tmp, *last = NULL; 950 object *tmp, *last = 0;
1132 object *otmp; 951 object *otmp;
1133 952
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1141 { 954 return;
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 955
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
958
959 if (more)
960 more->remove ();
1162 961
1163 /* 962 /*
1164 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1165 * inventory. 964 * inventory.
1166 */ 965 */
1167 if (op->env != NULL) 966 if (env)
1168 { 967 {
1169 if (op->nrof) 968 if (nrof)
1170 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1171 else 970 else
1172 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1173 972
1174 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1175 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 975 * to save cpu time.
1177 */ 976 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp); 978 otmp->update_stats ();
1180 979
1181 if (op->above != NULL) 980 if (above)
1182 op->above->below = op->below; 981 above->below = below;
1183 else 982 else
1184 op->env->inv = op->below; 983 env->inv = below;
1185 984
1186 if (op->below != NULL) 985 if (below)
1187 op->below->above = op->above; 986 below->above = above;
1188 987
1189 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1192 */ 991 */
1193 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1194 op->map = op->env->map; 993 map = env->map;
1195 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1196 op->env = NULL; 995 env = 0;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 { 996 }
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 997 else if (map)
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 } 998 {
1218 if (op->map != m) 999 if (type == PLAYER)
1219 { 1000 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1001 --map->players;
1221 op->map->path, m->path, op->x, op->y, x, y); 1002 map->touch ();
1222 } 1003 }
1223 1004
1224 /* Re did the following section of code - it looks like it had 1005 map->dirty = true;
1225 * lots of logic for things we no longer care about
1226 */
1227 1006
1228 /* link the object above us */ 1007 /* link the object above us */
1229 if (op->above) 1008 if (above)
1230 op->above->below = op->below; 1009 above->below = below;
1231 else 1010 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1011 map->at (x, y).top = below; /* we were top, set new top */
1233 1012
1234 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1235 if (op->below) 1014 if (below)
1236 op->below->above = op->above; 1015 below->above = above;
1237 else 1016 else
1238 { 1017 {
1239 /* Nothing below, which means we need to relink map object for this space 1018 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1241 * evident 1020 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 {
1245 dump_object (op);
1246 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1247 errmsg);
1248 dump_object (GET_MAP_OB (m, x, y));
1249 LOG (llevError, "%s\n", errmsg);
1250 }
1251
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1253 }
1254
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING)
1259 return;
1260
1261 tag = op->count;
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 {
1272 /* If a container that the player is currently using somehow gets
1273 * removed (most likely destroyed), update the player view
1274 * appropriately.
1275 */ 1021 */
1276 if (tmp->container == op) 1022 if (GET_MAP_OB (map, x, y) != this)
1277 { 1023 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 1024 char *dump = dump_object (this);
1279 tmp->container = NULL; 1025 LOG (llevError,
1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1280 } 1031 }
1281 1032
1282 tmp->contr->socket.update_look = 1; 1033 map->at (x, y).bot = above; /* goes on above it. */
1283 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 { 1034 }
1287 move_apply (tmp, op, NULL);
1288 1035
1289 if (was_destroyed (op, tag)) 1036 above = 0;
1037 below = 0;
1038
1039 if (map->in_memory == MAP_SAVING)
1040 return;
1041
1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1043
1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1045 {
1046 /* No point updating the players look faces if he is the object
1047 * being removed.
1048 */
1049
1050 if (tmp->type == PLAYER && tmp != this)
1290 { 1051 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1052 /* If a container that the player is currently using somehow gets
1053 * removed (most likely destroyed), update the player view
1054 * appropriately.
1055 */
1056 if (tmp->container == this)
1057 {
1058 flag [FLAG_APPLIED] = 0;
1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1292 } 1064 }
1065
1066 /* See if object moving off should effect something */
1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 {
1071 move_apply (tmp, this, 0);
1072
1073 if (destroyed ())
1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1293 } 1075 }
1294 1076
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1297 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1298 tmp->above = NULL; 1080 tmp->above = 0;
1299 1081
1300 last = tmp; 1082 last = tmp;
1301 } 1083 }
1302 1084
1303 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1304 if (last == NULL) 1086 //TODO: this makes little sense, why only update the topmost object?
1305 { 1087 if (!last)
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 map->at (x, y).flags_ = 0;
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1089 else
1315 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1316 1091
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1094 }
1319} 1095}
1320 1096
1321/* 1097/*
1322 * merge_ob(op,top): 1098 * merge_ob(op,top):
1323 * 1099 *
1324 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1101 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1104 */
1329
1330object * 1105object *
1331merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1332{ 1107{
1333 if (!op->nrof) 1108 if (!op->nrof)
1334 return 0; 1109 return 0;
1335 if (top == NULL) 1110
1111 if (top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1337 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1338 { 1116 {
1339 if (top == op) 1117 if (top == op)
1340 continue; 1118 continue;
1341 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1342 { 1121 {
1343 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1344 1123
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op); 1126 op->destroy ();
1348 free_object (op);
1349 return top; 1127 return top;
1350 } 1128 }
1351 } 1129 }
1130
1352 return NULL; 1131 return 0;
1353} 1132}
1354 1133
1355/* 1134/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1357 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1358 */ 1137 */
1359object * 1138object *
1360insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1361{ 1140{
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1142 {
1369 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1370 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1371 } 1145 }
1146
1372 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1373} 1148}
1374 1149
1375/* 1150/*
1376 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1165 * Return value:
1391 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1168 * just 'op' otherwise
1394 */ 1169 */
1395
1396object * 1170object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1172{
1399 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1400 sint16 x, y; 1174 sint16 x, y;
1401 1175
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1176 if (QUERY_FLAG (op, FLAG_FREED))
1403 { 1177 {
1404 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL; 1179 return NULL;
1406 } 1180 }
1407 1181
1408 if (m == NULL) 1182 if (!m)
1409 { 1183 {
1410 dump_object (op); 1184 char *dump = dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1412 return op; 1187 return op;
1413 } 1188 }
1414 1189
1415 if (out_of_map (m, op->x, op->y)) 1190 if (out_of_map (m, op->x, op->y))
1416 { 1191 {
1417 dump_object (op); 1192 char *dump = dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1419#ifdef MANY_CORES 1194#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted. 1197 * improperly inserted.
1423 */ 1198 */
1424 abort (); 1199 abort ();
1425#endif 1200#endif
1201 free (dump);
1426 return op; 1202 return op;
1427 } 1203 }
1428 1204
1429 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 { 1206 {
1431 dump_object (op); 1207 char *dump = dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1433 return op; 1210 return op;
1434 } 1211 }
1435 1212
1436 if (op->more != NULL) 1213 if (op->more)
1437 { 1214 {
1438 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1439 1216
1440 object *more = op->more; 1217 object *more = op->more;
1441 1218
1442 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1443 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1446 */ 1223 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map) 1226 else if (!more->map)
1450 { 1227 {
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 { 1235 {
1459 if (!op->head) 1236 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461 1238
1462 return NULL; 1239 return 0;
1463 } 1240 }
1464 } 1241 }
1465 1242
1466 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1244
1474 y = op->y; 1251 y = op->y;
1475 1252
1476 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1477 */ 1254 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1481 { 1258 {
1482 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1260 tmp->destroy ();
1484 free_object (tmp);
1485 } 1261 }
1486 1262
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1265
1502 op->below = originator->below; 1278 op->below = originator->below;
1503 1279
1504 if (op->below) 1280 if (op->below)
1505 op->below->above = op; 1281 op->below->above = op;
1506 else 1282 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1508 1284
1509 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1510 originator->below = op; 1286 originator->below = op;
1511 } 1287 }
1512 else 1288 else
1513 { 1289 {
1514 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1516 { 1292 {
1517 object *last = NULL; 1293 object *last = 0;
1518 1294
1519 /* 1295 /*
1520 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1526 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1530 */ 1306 */
1531
1532 while (top != NULL) 1307 while (top)
1533 { 1308 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1535 floor = top; 1310 floor = top;
1536 1311
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1558 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1335 * stacking is a bit odd.
1561 */ 1336 */
1562 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1564 { 1339 {
1565 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1342 break;
1568 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1590 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1591 1366
1592 if (op->above) 1367 if (op->above)
1593 op->above->below = op; 1368 op->above->below = op;
1594 1369
1595 op->below = NULL; 1370 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1597 } 1372 }
1598 else 1373 else
1599 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1600 op->above = top->above; 1375 op->above = top->above;
1601 1376
1604 1379
1605 op->below = top; 1380 op->below = top;
1606 top->above = op; 1381 top->above = op;
1607 } 1382 }
1608 1383
1609 if (op->above == NULL) 1384 if (!op->above)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1612 1387
1613 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1614 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1615 1396
1616 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1617 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1618 */ 1399 */
1619 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1401 if (object *pl = op->ms ().player ())
1621 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1622 tmp->contr->socket.update_look = 1; 1403 pl->contr->ns->floorbox_update ();
1623 1404
1624 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1412 * of effect may be sufficient.
1632 */ 1413 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1635 1416
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1638 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1639 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1641 * 1424 *
1642 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1428 * update_object().
1647 1430
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1650 { 1433 {
1651 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1652 return NULL; 1435 return 0;
1653 1436
1654 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1438 * walk on's.
1656 */ 1439 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1659 return NULL; 1442 return 0;
1660 } 1443 }
1661 1444
1662 return op; 1445 return op;
1663} 1446}
1664 1447
1665/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1668 */ 1451 */
1669void 1452void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1454{
1672 object *tmp;
1673 object *tmp1; 1455 object *tmp, *tmp1;
1674 1456
1675 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1676 1458
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1680 { 1461 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1462
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1687 1464
1688 tmp1->x = op->x; 1465 tmp1->x = op->x;
1689 tmp1->y = op->y; 1466 tmp1->y = op->y;
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1691} 1474}
1692 1475
1693/* 1476/*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array. 1481 * global static errmsg array.
1699 */ 1482 */
1700
1701object * 1483object *
1702get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1703{ 1485{
1704 object * 1486 object *newob;
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708 1488
1709 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1710 { 1490 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL; 1492 return NULL;
1713 } 1493 }
1494
1714 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1715 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1716 { 1498 orig_ob->destroy (1);
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed) 1499 else if (!is_removed)
1722 { 1500 {
1723 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1727 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL; 1507 return NULL;
1730 } 1508 }
1731 } 1509 }
1510
1732 newob->nrof = nr; 1511 newob->nrof = nr;
1733 1512
1734 return newob; 1513 return newob;
1735} 1514}
1736 1515
1743 */ 1522 */
1744 1523
1745object * 1524object *
1746decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1747{ 1526{
1748 object * 1527 object *tmp;
1749 tmp;
1750 player *
1751 pl;
1752 1528
1753 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1754 return op; 1530 return op;
1755 1531
1756 if (i > op->nrof) 1532 if (i > op->nrof)
1757 i = op->nrof; 1533 i = op->nrof;
1758 1534
1759 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i; 1536 op->nrof -= i;
1762 }
1763 else if (op->env != NULL) 1537 else if (op->env)
1764 { 1538 {
1765 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1766 * therein? 1540 * therein?
1767 */ 1541 */
1768 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1769 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player. 1547 * and then searching the map for a player.
1774 */ 1548 */
1775 if (!tmp) 1549 if (!tmp)
1776 { 1550 for_all_players (pl)
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1779 break; 1554 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 } 1555 }
1785 1556
1786 if (i < op->nrof) 1557 if (i < op->nrof)
1787 { 1558 {
1788 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i; 1560 op->nrof -= i;
1790 if (tmp) 1561 if (tmp)
1791 {
1792 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1793 }
1794 } 1563 }
1795 else 1564 else
1796 { 1565 {
1797 remove_ob (op); 1566 op->remove ();
1798 op->nrof = 0; 1567 op->nrof = 0;
1799 if (tmp) 1568 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1802 }
1803 } 1570 }
1804 } 1571 }
1805 else 1572 else
1806 { 1573 {
1807 object *
1808 above = op->above; 1574 object *above = op->above;
1809 1575
1810 if (i < op->nrof) 1576 if (i < op->nrof)
1811 {
1812 op->nrof -= i; 1577 op->nrof -= i;
1813 }
1814 else 1578 else
1815 { 1579 {
1816 remove_ob (op); 1580 op->remove ();
1817 op->nrof = 0; 1581 op->nrof = 0;
1818 } 1582 }
1583
1819 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1821 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1822 { 1587 {
1823 if (op->nrof) 1588 if (op->nrof)
1824 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1825 else 1590 else
1826 esrv_del_item (tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1827 } 1592 }
1828 } 1593 }
1829 1594
1830 if (op->nrof) 1595 if (op->nrof)
1831 {
1832 return op; 1596 return op;
1833 }
1834 else 1597 else
1835 { 1598 {
1836 free_object (op); 1599 op->destroy ();
1837 return NULL; 1600 return 0;
1838 } 1601 }
1839} 1602}
1840 1603
1841/* 1604/*
1842 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1847add_weight (object *op, signed long weight) 1610add_weight (object *op, signed long weight)
1848{ 1611{
1849 while (op != NULL) 1612 while (op != NULL)
1850 { 1613 {
1851 if (op->type == CONTAINER) 1614 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 } 1616
1855 op->carrying += weight; 1617 op->carrying += weight;
1856 op = op->env; 1618 op = op->env;
1857 } 1619 }
1858} 1620}
1859 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1860/* 1642/*
1861 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1862 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1863 * inside the object environment. 1645 * inside the object environment.
1864 * 1646 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1872 */ 1649 */
1873 1650
1874object * 1651object *
1875insert_ob_in_ob (object *op, object *where) 1652object::insert (object *op)
1876{ 1653{
1877 object * 1654 object *tmp, *otmp;
1878 tmp, *
1879 otmp;
1880 1655
1881 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 { 1657 op->remove ();
1883 dump_object (op); 1658
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1659 if (op->more)
1899 { 1660 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op; 1662 return op;
1902 } 1663 }
1664
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1905 if (op->nrof) 1667 if (op->nrof)
1906 { 1668 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1909 { 1671 {
1910 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1673 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1915 */ 1677 */
1916 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1919 op = tmp; 1681 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break; 1684 break;
1923 } 1685 }
1924 1686
1925 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1929 * the linking below 1691 * the linking below
1930 */ 1692 */
1931 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1932 } 1694 }
1933 else 1695 else
1934 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1935 1697
1936 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1937 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp); 1701 otmp->update_stats ();
1941 }
1942 1702
1943 op->map = NULL; 1703 op->map = 0;
1944 op->env = where; 1704 op->env = this;
1945 op->above = NULL; 1705 op->above = 0;
1946 op->below = NULL; 1706 op->below = 0;
1947 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1948 1708
1949 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1951 { 1711 {
1952#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1956 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1957 } 1717 }
1958 1718
1959 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1960 * It sure simplifies this function... 1720 * It sure simplifies this function...
1961 */ 1721 */
1962 if (where->inv == NULL) 1722 if (!inv)
1963 where->inv = op; 1723 inv = op;
1964 else 1724 else
1965 { 1725 {
1966 op->below = where->inv; 1726 op->below = inv;
1967 op->below->above = op; 1727 op->below->above = op;
1968 where->inv = op; 1728 inv = op;
1969 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1970 return op; 1733 return op;
1971} 1734}
1972 1735
1973/* 1736/*
1974 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1988 * 1751 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top. 1754 * on top.
1992 */ 1755 */
1993
1994int 1756int
1995check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1996{ 1758{
1997 object *tmp; 1759 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1760 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1761 int x = op->x, y = op->y;
2001 1762
2002 MoveType move_on, move_slow, move_block; 1763 MoveType move_on, move_slow, move_block;
2003 1764
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1766 return 0;
2006
2007 tag = op->count;
2008 1767
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1771
2028 1787
2029 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
2031 */ 1790 */
2032 1791
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2034 { 1793 {
2035 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them. 1796 * we don't need to check all of them.
2038 */ 1797 */
2055 { 1814 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1817 {
2059 1818
1819 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1820 diff = tmp->move_slow_penalty * FABS (op->speed);
2061 1821
2062 if (op->type == PLAYER) 1822 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1825 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1834 {
2075 move_apply (tmp, op, originator); 1835 move_apply (tmp, op, originator);
2076 1836
2077 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
2078 return 1; 1838 return 1;
2079 1839
2080 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
2092/* 1852/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2096 */ 1856 */
2097
2098object * 1857object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1859{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
2105 { 1861 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1863 return NULL;
2108 } 1864 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2110 if (tmp->arch == at) 1867 if (tmp->arch == at)
2111 return tmp; 1868 return tmp;
1869
2112 return NULL; 1870 return NULL;
2113} 1871}
2114 1872
2115/* 1873/*
2116 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2119 */ 1877 */
2120
2121object * 1878object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
2123{ 1880{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2128 { 1882 {
2129 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1884 return NULL;
2131 } 1885 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if (tmp->type == type) 1888 if (tmp->type == type)
2134 return tmp; 1889 return tmp;
1890
2135 return NULL; 1891 return NULL;
2136} 1892}
2137 1893
2138/* 1894/*
2139 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2142 */ 1898 */
2143
2144object * 1899object *
2145present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2146{ 1901{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1903 if (tmp->type == type)
2152 return tmp; 1904 return tmp;
1905
2153 return NULL; 1906 return NULL;
2154} 1907}
2155 1908
2156/* 1909/*
2157 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1921 * to be unique.
2169 */ 1922 */
2170
2171object * 1923object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1924present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1925{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1928 return tmp;
2181 } 1929
2182 return NULL; 1930 return 0;
2183} 1931}
2184 1932
2185/* 1933/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2189 */ 1937 */
2190
2191object * 1938object *
2192present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2193{ 1940{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1942 if (tmp->arch == at)
2199 return tmp; 1943 return tmp;
1944
2200 return NULL; 1945 return NULL;
2201} 1946}
2202 1947
2203/* 1948/*
2204 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2205 */ 1950 */
2206void 1951void
2207flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2208{ 1953{
2209 object *
2210 tmp;
2211
2212 if (op->inv) 1954 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2214 { 1956 {
2215 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2217 } 1959 }
2218} /* 1960}
1961
1962/*
2219 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2220 */ 1964 */
2221void 1965void
2222unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2223{ 1967{
2224 object *
2225 tmp;
2226
2227 if (op->inv) 1968 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 { 1970 {
2230 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2232 } 1973 }
2233} 1974}
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
2240 */ 1981 */
2241
2242void 1982void
2243set_cheat (object *op) 1983set_cheat (object *op)
2244{ 1984{
2245 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 2008 * customized, changed states, etc.
2269 */ 2009 */
2270
2271int 2010int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 2012{
2274 int
2275 i,
2276 index = 0, flag; 2013 int index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2279 2015
2280 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2281 { 2017 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2283 if (!flag) 2019 if (!flag)
2284 altern[index++] = i; 2020 altern [index++] = i;
2285 2021
2286 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2293 */ 2029 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2295 stop = maxfree[i]; 2031 stop = maxfree[i];
2296 } 2032 }
2033
2297 if (!index) 2034 if (!index)
2298 return -1; 2035 return -1;
2036
2299 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2300} 2038}
2301 2039
2302/* 2040/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2045 */
2308
2309int 2046int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2048{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2051 return i;
2319 } 2052
2320 return -1; 2053 return -1;
2321} 2054}
2322 2055
2323/* 2056/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2060 */
2327static void 2061static void
2328permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2329{ 2063{
2330 int 2064 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2065 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2066
2341 tmp = arr[i]; 2067 while (--end)
2342 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2069}
2346 2070
2347/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2077 */
2354void 2078void
2355get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2356{ 2080{
2357 int 2081 int i;
2358 i;
2359 2082
2360 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2084 search_arr[i] = i;
2363 }
2364 2085
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2089}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2101 * there is capable of.
2381 */ 2102 */
2382
2383int 2103int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2105{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2389 sint16 2107
2390 nx, 2108 sint16 nx, ny;
2391 ny;
2392 object * 2109 object *tmp;
2393 tmp; 2110 maptile *mp;
2394 mapstruct * 2111
2395 mp; 2112 MoveType blocked, move_type;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2113
2400 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2401 { 2115 {
2402 exclude = exclude->head; 2116 exclude = exclude->head;
2403 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2413 mp = m; 2127 mp = m;
2414 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2416 2130
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2418 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2134 max = maxfree[i];
2421 }
2422 else 2135 else
2423 { 2136 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2425 2140
2426 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2142 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2431 { 2144 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2435 {
2436 break; 2148 break;
2437 } 2149
2438 }
2439 if (tmp) 2150 if (tmp)
2440 {
2441 return freedir[i]; 2151 return freedir[i];
2442 }
2443 } 2152 }
2444 } 2153 }
2445 } 2154 }
2155
2446 return 0; 2156 return 0;
2447} 2157}
2448 2158
2449/* 2159/*
2450 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2161 * distance between the two given objects.
2452 */ 2162 */
2453
2454int 2163int
2455distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2456{ 2165{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2167}
2463 2168
2464/* 2169/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2468 */ 2173 */
2469
2470int 2174int
2471find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2472{ 2176{
2473 int 2177 int q;
2474 q;
2475 2178
2476 if (y) 2179 if (y)
2477 q = x * 100 / y; 2180 q = x * 100 / y;
2478 else if (x) 2181 else if (x)
2479 q = -300 * x; 2182 q = -300 * x;
2514int 2217int
2515absdir (int d) 2218absdir (int d)
2516{ 2219{
2517 while (d < 1) 2220 while (d < 1)
2518 d += 8; 2221 d += 8;
2222
2519 while (d > 8) 2223 while (d > 8)
2520 d -= 8; 2224 d -= 8;
2225
2521 return d; 2226 return d;
2522} 2227}
2523 2228
2524/* 2229/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2527 */ 2232 */
2528 2233
2529int 2234int
2530dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2531{ 2236{
2532 int 2237 int d;
2533 d;
2534 2238
2535 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2536 if (d > 4) 2240 if (d > 4)
2537 d = 8 - d; 2241 d = 8 - d;
2242
2538 return d; 2243 return d;
2539} 2244}
2540 2245
2541/* peterm: 2246/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2545 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2253 * functions.
2549 */ 2254 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2310 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2609 */ 2312 */
2610
2611
2612int 2313int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2315{
2615 sint16 2316 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2317 int mflags;
2620 2318
2621 if (dir < 0) 2319 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2623 2321
2624 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2637 return 0; 2335 return 0;
2638 2336
2639 /* yes, can see. */ 2337 /* yes, can see. */
2640 if (dir < 9) 2338 if (dir < 9)
2641 return 1; 2339 return 1;
2340
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2344}
2645
2646
2647 2345
2648/* 2346/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2363}
2666 2364
2667
2668/* 2365/*
2669 * create clone from object to another 2366 * create clone from object to another
2670 */ 2367 */
2671object * 2368object *
2672object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2673{ 2370{
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2676 2372
2677 if (!asrc) 2373 if (!asrc)
2678 return NULL; 2374 return 0;
2375
2679 src = asrc; 2376 src = asrc;
2680 if (src->head) 2377 if (src->head)
2681 src = src->head; 2378 src = src->head;
2682 2379
2683 prev = NULL; 2380 prev = 0;
2684 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2685 { 2382 {
2686 tmp = get_object (); 2383 tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x; 2384 tmp->x -= src->x;
2689 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2690 if (!part->head) 2387 if (!part->head)
2691 { 2388 {
2692 dst = tmp; 2389 dst = tmp;
2693 tmp->head = NULL; 2390 tmp->head = 0;
2694 } 2391 }
2695 else 2392 else
2696 {
2697 tmp->head = dst; 2393 tmp->head = dst;
2698 } 2394
2699 tmp->more = NULL; 2395 tmp->more = 0;
2396
2700 if (prev) 2397 if (prev)
2701 prev->more = tmp; 2398 prev->more = tmp;
2399
2702 prev = tmp; 2400 prev = tmp;
2703 } 2401 }
2704 2402
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2405
2711 return dst; 2406 return dst;
2712} 2407}
2713 2408
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2734
2735object * 2415object *
2736load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2737{ 2417{
2738 object * 2418 object *op;
2739 op;
2740 char
2741 filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2742 2420
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744 2422
2745 FILE *
2746 tempfile = fopen (filename, "w"); 2423 FILE *tempfile = fopen (filename, "w");
2747 2424
2748 if (tempfile == NULL) 2425 if (tempfile == NULL)
2749 { 2426 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL; 2428 return NULL;
2752 }; 2429 }
2430
2753 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2754 fclose (tempfile); 2432 fclose (tempfile);
2755 2433
2756 op = get_object (); 2434 op = object::create ();
2757 2435
2758 object_thawer 2436 object_thawer thawer (filename);
2759 thawer (filename);
2760 2437
2761 if (thawer) 2438 if (thawer)
2762 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2763 2440
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2772 * returns NULL if no match. 2449 * returns NULL if no match.
2773 */ 2450 */
2774object * 2451object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2453{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2456 return tmp;
2783 2457
2784 return NULL; 2458 return 0;
2785} 2459}
2786 2460
2787/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2788 * otherwise return NULL. 2462 * otherwise return NULL.
2789 * 2463 *
2791 * do the desired thing. 2465 * do the desired thing.
2792 */ 2466 */
2793key_value * 2467key_value *
2794get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2795{ 2469{
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2800 {
2801 if (link->key == key) 2471 if (link->key == key)
2802 {
2803 return link; 2472 return link;
2804 }
2805 }
2806 2473
2807 return NULL; 2474 return 0;
2808} 2475}
2809 2476
2810/* 2477/*
2811 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2812 * 2479 *
2815 * The returned string is shared. 2482 * The returned string is shared.
2816 */ 2483 */
2817const char * 2484const char *
2818get_ob_key_value (const object *op, const char *const key) 2485get_ob_key_value (const object *op, const char *const key)
2819{ 2486{
2820 key_value * 2487 key_value *link;
2821 link; 2488 shstr_cmp canonical_key (key);
2822 const char *
2823 canonical_key;
2824 2489
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL) 2490 if (!canonical_key)
2828 { 2491 {
2829 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2833 */ 2496 */
2834 return NULL; 2497 return 0;
2835 } 2498 }
2836 2499
2837 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2839 */ 2502 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2503 for (link = op->key_values; link; link = link->next)
2841 {
2842 if (link->key == canonical_key) 2504 if (link->key == canonical_key)
2843 {
2844 return link->value; 2505 return link->value;
2845 } 2506
2846 }
2847 return NULL; 2507 return 0;
2848} 2508}
2849 2509
2850 2510
2851/* 2511/*
2852 * Updates the canonical_key in op to value. 2512 * Updates the canonical_key in op to value.
2859 * Returns TRUE on success. 2519 * Returns TRUE on success.
2860 */ 2520 */
2861int 2521int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2523{
2864 key_value *
2865 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2866 2525
2867 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2868 { 2527 {
2869 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2870 { 2529 {
2888 if (last) 2547 if (last)
2889 last->next = field->next; 2548 last->next = field->next;
2890 else 2549 else
2891 op->key_values = field->next; 2550 op->key_values = field->next;
2892 2551
2893 delete
2894 field; 2552 delete field;
2895 } 2553 }
2896 } 2554 }
2897 return TRUE; 2555 return TRUE;
2898 } 2556 }
2899 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2900 2558
2901 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2902 2560
2903 if (!add_key) 2561 if (!add_key)
2904 {
2905 return FALSE; 2562 return FALSE;
2906 } 2563
2907 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2911 * should pass in "" 2568 * should pass in ""
2934 * Returns TRUE on success. 2591 * Returns TRUE on success.
2935 */ 2592 */
2936int 2593int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2594set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{ 2595{
2939 shstr
2940 key_ (key); 2596 shstr key_ (key);
2941 2597
2942 return set_ob_key_value_s (op, key_, value, add_key); 2598 return set_ob_key_value_s (op, key_, value, add_key);
2943} 2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620}
2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines