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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 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 1.24 2006/09/10 16:00:23 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
515/* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 {
532 /* players don't have owners - they own themselves. Update
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return;
539 }
540 set_owner (op, owner);
541
542} 452}
543 453
544/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links. 455 * refcounts and freeing the links.
546 */ 456 */
556 } 466 }
557 467
558 op->key_values = 0; 468 op->key_values = 0;
559} 469}
560 470
561void object::clear ()
562{
563 attachable_base::clear ();
564
565 free_key_values (this);
566
567 name = 0;
568 name_pl = 0;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/* 471/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
626 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
627 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
628 * 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,
629 * 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
630 * will point at garbage. 477 * will point at garbage.
631 */ 478 */
632
633void 479void
634copy_object (object *op2, object *op) 480object::copy_to (object *dst)
635{ 481{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
638 484
639 op2->clone (op); 485 *(object_copy *)dst = *this;
640 486
641 if (is_freed) 487 if (is_freed)
642 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
643 if (is_removed) 490 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
645 492
646 if (op2->speed < 0) 493 if (speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
648 495
649 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
650 if (op2->key_values) 497 if (key_values)
651 { 498 {
652 key_value *tail = 0; 499 key_value *tail = 0;
653 key_value *i; 500 key_value *i;
654 501
655 op->key_values = 0; 502 dst->key_values = 0;
656 503
657 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
658 { 505 {
659 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
660 507
661 new_link->next = 0; 508 new_link->next = 0;
662 new_link->key = i->key; 509 new_link->key = i->key;
663 new_link->value = i->value; 510 new_link->value = i->value;
664 511
665 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
666 if (!op->key_values) 513 if (!dst->key_values)
667 { 514 {
668 op->key_values = new_link; 515 dst->key_values = new_link;
669 tail = new_link; 516 tail = new_link;
670 } 517 }
671 else 518 else
672 { 519 {
673 tail->next = new_link; 520 tail->next = new_link;
674 tail = new_link; 521 tail = new_link;
675 } 522 }
676 } 523 }
677 } 524 }
678 525
679 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;
680} 535}
681 536
682/* 537/*
683 * 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
684 * 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
685 * 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.
686 */ 541 */
687
688void 542void
689update_turn_face (object *op) 543update_turn_face (object *op)
690{ 544{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
692 return; 546 return;
547
693 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
695} 550}
696 551
697/* 552/*
698 * 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
699 * 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.
700 * 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.
701 */ 556 */
702
703void 557void
704update_ob_speed (object *op) 558object::set_speed (float speed)
705{ 559{
706 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 { 561 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0; 563 speed = 0;
719#endif
720 }
721 if (arch_init)
722 { 564 }
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730 565
731 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
732 * of the list. */ 567
733 op->active_next = active_objects; 568 if (has_active_speed ())
734 if (op->active_next != NULL) 569 activate ();
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 570 else
739 { 571 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 572}
760 573
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 574/*
793 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
795 * 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
796 * invisible object, etc...) 578 * invisible object, etc...)
797 * 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
798 * 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
799 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
800 * 582 *
801 * 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.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 584 * current action are:
807 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
809 * 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
810 * 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.
811 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
812 */ 590 */
813
814void 591void
815update_object (object *op, int action) 592update_object (object *op, int action)
816{ 593{
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
819 595
820 if (op == NULL) 596 if (op == NULL)
821 { 597 {
822 /* this should never happen */ 598 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return; 600 return;
825 } 601 }
826 602
827 if (op->env != NULL) 603 if (op->env)
828 { 604 {
829 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
830 * to do in this case. 606 * to do in this case.
831 */ 607 */
832 return; 608 return;
837 */ 613 */
838 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return; 615 return;
840 616
841 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
842 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)
843 { 619 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 621#ifdef MANY_CORES
846 abort (); 622 abort ();
847#endif 623#endif
848 return; 624 return;
849 } 625 }
850 626
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
858 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
859 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
865 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* 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
882 * to have move_allow right now. 644 * to have move_allow right now.
883 */ 645 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 648 m.flags_ = 0;
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 649 }
890 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 652 * that is being removed.
893 */ 653 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 655 m.flags_ = 0;
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
901 }
902 else 658 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 660
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL) 661 if (op->more)
914 update_object (op->more, action); 662 update_object (op->more, action);
915} 663}
916 664
917static 665object *object::first;
918std::vector < object *>
919 mortals;
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928}
929 666
930object::object () 667object::object ()
931{ 668{
932 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
933 670
934 expmul = 1.0; 671 expmul = 1.0;
935 face = blank_face; 672 face = blank_face;
936 attacked_by_count = -1;
937} 673}
938 674
939object::~object () 675object::~object ()
940{ 676{
941 free_key_values (this); 677 free_key_values (this);
942} 678}
943 679
944void object::link () 680void object::link ()
945{ 681{
946 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
947 684
948 prev = 0; 685 prev = 0;
949 next = objects; 686 next = object::first;
950 687
951 if (objects) 688 if (object::first)
952 objects->prev = this; 689 object::first->prev = this;
953 690
954 objects = this; 691 object::first = this;
955} 692}
956 693
957void object::unlink () 694void object::unlink ()
958{ 695{
959 count = 0; 696 if (this == object::first)
697 object::first = next;
960 698
961 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next; 700 if (prev) prev->next = next;
964 if (next)
965 next->prev = prev; 701 if (next) next->prev = prev;
966 if (this == objects) 702
967 objects = next; 703 prev = 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 ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_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 }
968} 839}
969 840
970object *object::create () 841object *object::create ()
971{ 842{
972 object *
973 op = new object; 843 object *op = new object;
974
975 op->link (); 844 op->link ();
976 return op; 845 return op;
977} 846}
978 847
979/* 848void
980 * free_object() frees everything allocated by an object, removes 849object::do_destroy ()
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 850{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 851 if (flag [FLAG_IS_LINKED])
992 { 852 remove_button_link (this);
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995#ifdef MANY_CORES
996 abort ();
997#endif
998 }
999 853
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 854 if (flag [FLAG_FRIENDLY])
1001 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 remove_friendly_object (this); 855 remove_friendly_object (this);
1004 }
1005 856
1006 if (QUERY_FLAG (this, FLAG_FREED)) 857 if (!flag [FLAG_REMOVED])
1007 { 858 remove ();
1008 dump_object (this); 859
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 860 if (flag [FLAG_FREED])
1010 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;
1011 } 886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
1012 894
1013 if (more) 895 if (more)
1014 { 896 {
1015 more->free (free_inventory); 897 more->destroy ();
1016 more = 0; 898 more = 0;
1017 } 899 }
1018 900
1019 if (inv) 901 // clear those pointers that likely might have circular references to us
1020 { 902 owner = 0;
1021 /* Only if the space blocks everything do we not process - 903 enemy = 0;
1022 * if some form of movement is allowed, let objects 904 attacked_by = 0;
1023 * drop on that space.
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029 905
1030 while (op) 906 // only relevant for players(?), but make sure of it anyways
1031 { 907 contr = 0;
1032 object * 908}
1033 tmp = op->below;
1034 909
1035 remove_ob (op); 910void
1036 op->free (free_inventory); 911object::destroy (bool destroy_inventory)
1037 op = tmp; 912{
1038 } 913 if (destroyed ())
1039 } 914 return;
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044 915
1045 while (op) 916 if (destroy_inventory)
1046 { 917 destroy_inv (false);
1047 object *
1048 tmp = op->below;
1049 918
1050 remove_ob (op); 919 attachable::destroy ();
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0;
1069 update_ob_speed (this);
1070
1071 unlink ();
1072
1073 SET_FLAG (this, FLAG_FREED);
1074
1075 mortals.push_back (this);
1076} 920}
1077 921
1078/* 922/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1080 * 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)).
1081 */ 925 */
1082
1083void 926void
1084sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1085{ 928{
1086 while (op != NULL) 929 while (op != NULL)
1087 { 930 {
1088 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 } 933
1092 op->carrying -= weight; 934 op->carrying -= weight;
1093 op = op->env; 935 op = op->env;
1094 } 936 }
1095} 937}
1096 938
1097/* remove_ob(op): 939/* op->remove ():
1098 * 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
1099 * 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
1100 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 944 * the previous environment.
1103 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1104 */ 946 */
1105
1106void 947void
1107remove_ob (object *op) 948object::remove ()
1108{ 949{
950 object *tmp, *last = 0;
1109 object * 951 object *otmp;
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 952
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 954 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 955
1130 /* Changed it to always dump core in this case. As has been learned
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 SET_FLAG (op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
958
959 if (more)
960 more->remove ();
1146 961
1147 /* 962 /*
1148 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1149 * inventory. 964 * inventory.
1150 */ 965 */
1151 if (op->env != NULL) 966 if (env)
1152 { 967 {
1153 if (op->nrof) 968 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 969 sub_weight (env, weight * nrof);
1155 else 970 else
1156 sub_weight (op->env, op->weight + op->carrying); 971 sub_weight (env, weight + carrying);
1157 972
1158 /* 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
1159 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 975 * to save cpu time.
1161 */ 976 */
1162 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))
1163 fix_player (otmp); 978 otmp->update_stats ();
1164 979
1165 if (op->above != NULL) 980 if (above)
1166 op->above->below = op->below; 981 above->below = below;
1167 else 982 else
1168 op->env->inv = op->below; 983 env->inv = below;
1169 984
1170 if (op->below != NULL) 985 if (below)
1171 op->below->above = op->above; 986 below->above = above;
1172 987
1173 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1174 * 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
1175 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
1176 */ 991 */
1177 op->x = op->env->x, op->y = op->env->y; 992 x = env->x, y = env->y;
1178 op->map = op->env->map; 993 map = env->map;
1179 op->above = NULL, op->below = NULL; 994 above = 0, below = 0;
1180 op->env = NULL; 995 env = 0;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 { 996 }
1194 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)
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 } 998 {
1202 if (op->map != m) 999 if (type == PLAYER)
1203 { 1000 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1001 --map->players;
1205 op->map->path, m->path, op->x, op->y, x, y); 1002 map->touch ();
1206 } 1003 }
1207 1004
1208 /* Re did the following section of code - it looks like it had 1005 map->dirty = true;
1209 * lots of logic for things we no longer care about
1210 */
1211 1006
1212 /* link the object above us */ 1007 /* link the object above us */
1213 if (op->above) 1008 if (above)
1214 op->above->below = op->below; 1009 above->below = below;
1215 else 1010 else
1216 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 */
1217 1012
1218 /* Relink the object below us, if there is one */ 1013 /* Relink the object below us, if there is one */
1219 if (op->below) 1014 if (below)
1220 {
1221 op->below->above = op->above; 1015 below->above = above;
1222 }
1223 else 1016 else
1224 { 1017 {
1225 /* 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
1226 * use translated coordinates in case some oddness with map tiling is 1019 * use translated coordinates in case some oddness with map tiling is
1227 * evident 1020 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 {
1231 dump_object (op);
1232 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",
1233 errmsg);
1234 dump_object (GET_MAP_OB (m, x, y));
1235 LOG (llevError, "%s\n", errmsg);
1236 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241
1242 if (op->map->in_memory == MAP_SAVING)
1243 return;
1244
1245 tag = op->count;
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1249 /* No point updating the players look faces if he is the object
1250 * being removed.
1251 */
1252
1253 if (tmp->type == PLAYER && tmp != op)
1254 {
1255 /* If a container that the player is currently using somehow gets
1256 * removed (most likely destroyed), update the player view
1257 * appropriately.
1258 */ 1021 */
1259 if (tmp->container == op) 1022 if (GET_MAP_OB (map, x, y) != this)
1260 { 1023 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1024 char *dump = dump_object (this);
1262 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);
1263 } 1031 }
1264 tmp->contr->socket.update_look = 1; 1032
1265 } 1033 map->at (x, y).bot = above; /* goes on above it. */
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 { 1034 }
1269 1035
1270 move_apply (tmp, op, NULL); 1036 above = 0;
1271 if (was_destroyed (op, tag)) 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)
1272 { 1051 {
1273 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 ();
1274 } 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 ());
1275 } 1075 }
1276 1076
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1279 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1280 tmp->above = NULL; 1080 tmp->above = 0;
1081
1281 last = tmp; 1082 last = tmp;
1282 } 1083 }
1084
1283 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1086 //TODO: this makes little sense, why only update the topmost object?
1285 { 1087 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 map->at (x, y).flags_ = 0;
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1089 else
1295 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1296 1091
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1299 1094 }
1300} 1095}
1301 1096
1302/* 1097/*
1303 * merge_ob(op,top): 1098 * merge_ob(op,top):
1304 * 1099 *
1305 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1101 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1308 * 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
1309 */ 1104 */
1310
1311object * 1105object *
1312merge_ob (object *op, object *top) 1106merge_ob (object *op, object *top)
1313{ 1107{
1314 if (!op->nrof) 1108 if (!op->nrof)
1315 return 0; 1109 return 0;
1316 if (top == NULL) 1110
1111 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1318 for (; top != NULL; top = top->below) 1115 for (; top; top = top->below)
1319 { 1116 {
1320 if (top == op) 1117 if (top == op)
1321 continue; 1118 continue;
1322 if (CAN_MERGE (op, top)) 1119
1120 if (object::can_merge (op, top))
1323 { 1121 {
1324 top->nrof += op->nrof; 1122 top->nrof += op->nrof;
1325 1123
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1126 op->destroy ();
1329 free_object (op);
1330 return top; 1127 return top;
1331 } 1128 }
1332 } 1129 }
1130
1333 return NULL; 1131 return 0;
1334} 1132}
1335 1133
1336/* 1134/*
1337 * 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
1338 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1339 */ 1137 */
1340object * 1138object *
1341insert_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)
1342{ 1140{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1142 {
1350 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1352 } 1145 }
1146
1353 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1354} 1148}
1355 1149
1356/* 1150/*
1357 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1165 * Return value:
1372 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1168 * just 'op' otherwise
1375 */ 1169 */
1376
1377object * 1170object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1172{
1380 object * 1173 object *tmp, *top, *floor = NULL;
1381 tmp, * 1174 sint16 x, y;
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1175
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1176 if (QUERY_FLAG (op, FLAG_FREED))
1389 { 1177 {
1390 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL; 1179 return NULL;
1392 } 1180 }
1393 if (m == NULL) 1181
1182 if (!m)
1394 { 1183 {
1395 dump_object (op); 1184 char *dump = dump_object (op);
1396 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);
1397 return op; 1187 return op;
1398 } 1188 }
1189
1399 if (out_of_map (m, op->x, op->y)) 1190 if (out_of_map (m, op->x, op->y))
1400 { 1191 {
1401 dump_object (op); 1192 char *dump = dump_object (op);
1402 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);
1403#ifdef MANY_CORES 1194#ifdef MANY_CORES
1404 /* 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
1405 * 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
1406 * improperly inserted. 1197 * improperly inserted.
1407 */ 1198 */
1408 abort (); 1199 abort ();
1409#endif 1200#endif
1201 free (dump);
1410 return op; 1202 return op;
1411 } 1203 }
1204
1412 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 { 1206 {
1414 dump_object (op); 1207 char *dump = dump_object (op);
1415 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);
1416 return op; 1210 return op;
1417 } 1211 }
1212
1418 if (op->more != NULL) 1213 if (op->more)
1419 { 1214 {
1420 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1421 1216
1422 object *
1423 more = op->more; 1217 object *more = op->more;
1424 1218
1425 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1426 * 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
1427 * 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
1428 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1429 */ 1223 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map) 1226 else if (!more->map)
1435 { 1227 {
1436 /* For backwards compatibility - when not dealing with tiled maps, 1228 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent. 1229 * more->map should always point to the parent.
1438 */ 1230 */
1441 1233
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 { 1235 {
1444 if (!op->head) 1236 if (!op->head)
1445 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");
1238
1446 return NULL; 1239 return 0;
1447 } 1240 }
1448 } 1241 }
1242
1449 CLEAR_FLAG (op, FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1244
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1247 * need extra work
1457 y = op->y; 1251 y = op->y;
1458 1252
1459 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1460 */ 1254 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 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)
1464 if (CAN_MERGE (op, tmp)) 1257 if (object::can_merge (op, tmp))
1465 { 1258 {
1466 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1260 tmp->destroy ();
1468 free_object (tmp);
1469 } 1261 }
1470 }
1471 1262
1472 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 */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1266 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1267 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1268
1477 if (flag & INS_BELOW_ORIGINATOR) 1269 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1270 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1271 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1272 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1273 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1274 abort ();
1483 } 1275 }
1276
1484 op->above = originator; 1277 op->above = originator;
1485 op->below = originator->below; 1278 op->below = originator->below;
1279
1486 if (op->below) 1280 if (op->below)
1487 op->below->above = op; 1281 op->below->above = op;
1488 else 1282 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1283 op->ms ().bot = op;
1284
1490 /* since *below* originator, no need to update top */ 1285 /* since *below* originator, no need to update top */
1491 originator->below = op; 1286 originator->below = op;
1492 } 1287 }
1493 else 1288 else
1494 { 1289 {
1495 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1496 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))
1497 { 1292 {
1498 object * 1293 object *last = 0;
1499 last = NULL;
1500 1294
1501 /* 1295 /*
1502 * 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.
1503 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1504 * 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
1508 * 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
1509 * 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
1510 * 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
1511 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1512 */ 1306 */
1513
1514 while (top != NULL) 1307 while (top)
1515 { 1308 {
1516 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))
1517 floor = top; 1310 floor = top;
1311
1518 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))
1519 { 1313 {
1520 /* We insert above top, so we want this object below this */ 1314 /* We insert above top, so we want this object below this */
1521 top = top->below; 1315 top = top->below;
1522 break; 1316 break;
1523 } 1317 }
1318
1524 last = top; 1319 last = top;
1525 top = top->above; 1320 top = top->above;
1526 } 1321 }
1322
1527 /* Don't want top to be NULL, so set it to the last valid object */ 1323 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last; 1324 top = last;
1529 1325
1530 /* We let update_position deal with figuring out what the space 1326 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1327 * looks like instead of lots of conditions here.
1537 * If INS_ON_TOP is used, don't do this processing 1333 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1334 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1335 * stacking is a bit odd.
1540 */ 1336 */
1541 if (!(flag & INS_ON_TOP) && 1337 if (!(flag & INS_ON_TOP) &&
1542 (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))
1543 { 1339 {
1544 for (last = top; last != floor; last = last->below) 1340 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1342 break;
1547 /* Check to see if we found the object that blocks view, 1343 /* Check to see if we found the object that blocks view,
1551 */ 1347 */
1552 if (last && last->below && last != floor) 1348 if (last && last->below && last != floor)
1553 top = last->below; 1349 top = last->below;
1554 } 1350 }
1555 } /* If objects on this space */ 1351 } /* If objects on this space */
1352
1556 if (flag & INS_MAP_LOAD) 1353 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y); 1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1356 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1357 top = floor;
1560 1358
1561 /* Top is the object that our object (op) is going to get inserted above. 1359 /* Top is the object that our object (op) is going to get inserted above.
1562 */ 1360 */
1563 1361
1564 /* First object on this space */ 1362 /* First object on this space */
1565 if (!top) 1363 if (!top)
1566 { 1364 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1366
1568 if (op->above) 1367 if (op->above)
1569 op->above->below = op; 1368 op->above->below = op;
1369
1570 op->below = NULL; 1370 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1572 } 1372 }
1573 else 1373 else
1574 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1575 op->above = top->above; 1375 op->above = top->above;
1376
1576 if (op->above) 1377 if (op->above)
1577 op->above->below = op; 1378 op->above->below = op;
1379
1578 op->below = top; 1380 op->below = top;
1579 top->above = op; 1381 top->above = op;
1580 } 1382 }
1383
1581 if (op->above == NULL) 1384 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1385 op->ms ().top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1584 1387
1585 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1586 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;
1587 1396
1588 /* 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
1589 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1590 */ 1399 */
1591 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1592 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 ())
1593 { 1402 if (pl->contr->ns)
1594 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1595 tmp->contr->socket.update_look = 1;
1596 }
1597 1404
1598 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1599 * 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
1600 * 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
1601 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1602 * 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 -
1603 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1412 * of effect may be sufficient.
1606 */ 1413 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1609
1610 1416
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1613 1419
1420 INVOKE_OBJECT (INSERT, op);
1614 1421
1615 /* 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,
1616 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1617 * 1424 *
1618 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1428 * update_object().
1622 */ 1429 */
1623 1430
1624 /* 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 */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 { 1433 {
1628 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1629 return NULL; 1435 return 0;
1630 1436
1631 /* 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
1632 * walk on's. 1438 * walk on's.
1633 */ 1439 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1636 return NULL; 1442 return 0;
1637 } 1443 }
1444
1638 return op; 1445 return op;
1639} 1446}
1640 1447
1641/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1642 * 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.
1643 * 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.
1644 */ 1451 */
1645void 1452void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1454{
1648 object * 1455 object *tmp, *tmp1;
1649 tmp;
1650 object *
1651 tmp1;
1652 1456
1653 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1654 1458
1655 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)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 { 1461 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1462
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1665
1666 1464
1667 tmp1->x = op->x; 1465 tmp1->x = op->x;
1668 tmp1->y = op->y; 1466 tmp1->y = op->y;
1669 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);
1670} 1474}
1671 1475
1672/* 1476/*
1673 * 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
1674 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1675 * 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).
1676 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1481 * global static errmsg array.
1678 */ 1482 */
1679
1680object * 1483object *
1681get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1682{ 1485{
1683 object * 1486 object *newob;
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687 1488
1688 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1689 { 1490 {
1690 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);
1691 return NULL; 1492 return NULL;
1692 } 1493 }
1494
1693 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1694 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1695 { 1498 orig_ob->destroy (1);
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed) 1499 else if (!is_removed)
1701 { 1500 {
1702 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 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)
1706 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.");
1707 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");
1708 return NULL; 1507 return NULL;
1709 } 1508 }
1710 } 1509 }
1510
1711 newob->nrof = nr; 1511 newob->nrof = nr;
1712 1512
1713 return newob; 1513 return newob;
1714} 1514}
1715 1515
1722 */ 1522 */
1723 1523
1724object * 1524object *
1725decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1726{ 1526{
1727 object * 1527 object *tmp;
1728 tmp;
1729 player *
1730 pl;
1731 1528
1732 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1733 return op; 1530 return op;
1734 1531
1735 if (i > op->nrof) 1532 if (i > op->nrof)
1736 i = op->nrof; 1533 i = op->nrof;
1737 1534
1738 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i; 1536 op->nrof -= i;
1741 }
1742 else if (op->env != NULL) 1537 else if (op->env)
1743 { 1538 {
1744 /* is this object in the players inventory, or sub container 1539 /* is this object in the players inventory, or sub container
1745 * therein? 1540 * therein?
1746 */ 1541 */
1747 tmp = is_player_inv (op->env); 1542 tmp = op->in_player ();
1748 /* nope. Is this a container the player has opened? 1543 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player. 1544 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly 1545 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map, 1546 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player. 1547 * and then searching the map for a player.
1753 */ 1548 */
1754 if (!tmp) 1549 if (!tmp)
1755 { 1550 for_all_players (pl)
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env) 1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1758 break; 1554 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 } 1555 }
1764 1556
1765 if (i < op->nrof) 1557 if (i < op->nrof)
1766 { 1558 {
1767 sub_weight (op->env, op->weight * i); 1559 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i; 1560 op->nrof -= i;
1769 if (tmp) 1561 if (tmp)
1770 {
1771 esrv_send_item (tmp, op); 1562 esrv_send_item (tmp, op);
1772 }
1773 } 1563 }
1774 else 1564 else
1775 { 1565 {
1776 remove_ob (op); 1566 op->remove ();
1777 op->nrof = 0; 1567 op->nrof = 0;
1778 if (tmp) 1568 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count); 1569 esrv_del_item (tmp->contr, op->count);
1781 }
1782 } 1570 }
1783 } 1571 }
1784 else 1572 else
1785 { 1573 {
1786 object *
1787 above = op->above; 1574 object *above = op->above;
1788 1575
1789 if (i < op->nrof) 1576 if (i < op->nrof)
1790 {
1791 op->nrof -= i; 1577 op->nrof -= i;
1792 }
1793 else 1578 else
1794 { 1579 {
1795 remove_ob (op); 1580 op->remove ();
1796 op->nrof = 0; 1581 op->nrof = 0;
1797 } 1582 }
1583
1798 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1800 if (tmp->type == PLAYER) 1586 if (tmp->type == PLAYER)
1801 { 1587 {
1802 if (op->nrof) 1588 if (op->nrof)
1803 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1804 else 1590 else
1805 esrv_del_item (tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1806 } 1592 }
1807 } 1593 }
1808 1594
1809 if (op->nrof) 1595 if (op->nrof)
1810 {
1811 return op; 1596 return op;
1812 }
1813 else 1597 else
1814 { 1598 {
1815 free_object (op); 1599 op->destroy ();
1816 return NULL; 1600 return 0;
1817 } 1601 }
1818} 1602}
1819 1603
1820/* 1604/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1826add_weight (object *op, signed long weight) 1610add_weight (object *op, signed long weight)
1827{ 1611{
1828 while (op != NULL) 1612 while (op != NULL)
1829 { 1613 {
1830 if (op->type == CONTAINER) 1614 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 } 1616
1834 op->carrying += weight; 1617 op->carrying += weight;
1835 op = op->env; 1618 op = op->env;
1836 } 1619 }
1837} 1620}
1838 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
1839/* 1642/*
1840 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1841 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1842 * inside the object environment. 1645 * inside the object environment.
1843 * 1646 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * 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
1850 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1851 */ 1649 */
1852 1650
1853object * 1651object *
1854insert_ob_in_ob (object *op, object *where) 1652object::insert (object *op)
1855{ 1653{
1856 object * 1654 object *tmp, *otmp;
1857 tmp, *
1858 otmp;
1859 1655
1860 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 { 1657 op->remove ();
1862 dump_object (op); 1658
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1659 if (op->more)
1878 { 1660 {
1879 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);
1880 return op; 1662 return op;
1881 } 1663 }
1664
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1884 if (op->nrof) 1667 if (op->nrof)
1885 { 1668 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1670 if (object::can_merge (tmp, op))
1888 { 1671 {
1889 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1673 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1894 */ 1677 */
1895 add_weight (where, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1898 op = tmp; 1681 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break; 1684 break;
1902 } 1685 }
1903 1686
1904 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1907 * 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
1908 * the linking below 1691 * the linking below
1909 */ 1692 */
1910 add_weight (where, op->weight * op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1911 } 1694 }
1912 else 1695 else
1913 add_weight (where, (op->weight + op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1914 1697
1915 otmp = is_player_inv (where); 1698 otmp = this->in_player ();
1916 if (otmp && otmp->contr != NULL) 1699 if (otmp && otmp->contr)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp); 1701 otmp->update_stats ();
1920 }
1921 1702
1922 op->map = NULL; 1703 op->map = 0;
1923 op->env = where; 1704 op->env = this;
1924 op->above = NULL; 1705 op->above = 0;
1925 op->below = NULL; 1706 op->below = 0;
1926 op->x = 0, op->y = 0; 1707 op->x = 0, op->y = 0;
1927 1708
1928 /* 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 */
1929 if ((op->glow_radius != 0) && where->map) 1710 if ((op->glow_radius != 0) && map)
1930 { 1711 {
1931#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1932 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);
1933#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map)) 1715 if (map->darkness)
1935 update_all_los (where->map, where->x, where->y); 1716 update_all_los (map, x, y);
1936 } 1717 }
1937 1718
1938 /* 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.
1939 * It sure simplifies this function... 1720 * It sure simplifies this function...
1940 */ 1721 */
1941 if (where->inv == NULL) 1722 if (!inv)
1942 where->inv = op; 1723 inv = op;
1943 else 1724 else
1944 { 1725 {
1945 op->below = where->inv; 1726 op->below = inv;
1946 op->below->above = op; 1727 op->below->above = op;
1947 where->inv = op; 1728 inv = op;
1948 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1949 return op; 1733 return op;
1950} 1734}
1951 1735
1952/* 1736/*
1953 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1967 * 1751 *
1968 * 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
1969 * 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
1970 * on top. 1754 * on top.
1971 */ 1755 */
1972
1973int 1756int
1974check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1975{ 1758{
1976 object * 1759 object *tmp;
1977 tmp; 1760 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1761 int x = op->x, y = op->y;
1984 MoveType 1762
1985 move_on, 1763 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1764
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1766 return 0;
1991
1992 tag = op->count;
1993 1767
1994 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);
1995 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);
1996 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);
1997 1771
2013 1787
2014 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
2016 */ 1790 */
2017 1791
2018 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)
2019 { 1793 {
2020 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
2021 * 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,
2022 * we don't need to check all of them. 1796 * we don't need to check all of them.
2023 */ 1797 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1798 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1799 break;
2026 } 1800 }
1801
2027 for (; tmp != NULL; tmp = tmp->below) 1802 for (; tmp; tmp = tmp->below)
2028 { 1803 {
2029 if (tmp == op) 1804 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1805 continue; /* Can't apply yourself */
2031 1806
2032 /* Check to see if one of the movement types should be slowed down. 1807 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((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))
2042 { 1817 {
2043 1818
2044 float 1819 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1820 diff = tmp->move_slow_penalty * FABS (op->speed);
1821
2048 if (op->type == PLAYER) 1822 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1825 diff /= 4.0;
2054 } 1826
2055 }
2056 op->speed_left -= diff; 1827 op->speed_left -= diff;
2057 } 1828 }
2058 } 1829 }
2059 1830
2060 /* Basically same logic as above, except now for actual apply. */ 1831 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((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))
2063 { 1834 {
2064
2065 move_apply (tmp, op, originator); 1835 move_apply (tmp, op, originator);
1836
2066 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
2067 return 1; 1838 return 1;
2068 1839
2069 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
2072 */ 1843 */
2073 if (op->map != m || op->x != x || op->y != y) 1844 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1845 return 0;
2075 } 1846 }
2076 } 1847 }
1848
2077 return 0; 1849 return 0;
2078} 1850}
2079 1851
2080/* 1852/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2084 */ 1856 */
2085
2086object * 1857object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1859{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
2093 { 1861 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1863 return NULL;
2096 } 1864 }
2097 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)
2098 if (tmp->arch == at) 1867 if (tmp->arch == at)
2099 return tmp; 1868 return tmp;
1869
2100 return NULL; 1870 return NULL;
2101} 1871}
2102 1872
2103/* 1873/*
2104 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2107 */ 1877 */
2108
2109object * 1878object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1879present (unsigned char type, maptile *m, int x, int y)
2111{ 1880{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1881 if (out_of_map (m, x, y))
2116 { 1882 {
2117 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1884 return NULL;
2119 } 1885 }
2120 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)
2121 if (tmp->type == type) 1888 if (tmp->type == type)
2122 return tmp; 1889 return tmp;
1890
2123 return NULL; 1891 return NULL;
2124} 1892}
2125 1893
2126/* 1894/*
2127 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
2130 */ 1898 */
2131
2132object * 1899object *
2133present_in_ob (unsigned char type, const object *op) 1900present_in_ob (unsigned char type, const object *op)
2134{ 1901{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1903 if (tmp->type == type)
2140 return tmp; 1904 return tmp;
1905
2141 return NULL; 1906 return NULL;
2142} 1907}
2143 1908
2144/* 1909/*
2145 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2153 * 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
2154 * 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
2155 * 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
2156 * to be unique. 1921 * to be unique.
2157 */ 1922 */
2158
2159object * 1923object *
2160present_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)
2161{ 1925{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1928 return tmp;
2169 } 1929
2170 return NULL; 1930 return 0;
2171} 1931}
2172 1932
2173/* 1933/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2177 */ 1937 */
2178
2179object * 1938object *
2180present_arch_in_ob (const archetype *at, const object *op) 1939present_arch_in_ob (const archetype *at, const object *op)
2181{ 1940{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1942 if (tmp->arch == at)
2187 return tmp; 1943 return tmp;
1944
2188 return NULL; 1945 return NULL;
2189} 1946}
2190 1947
2191/* 1948/*
2192 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2193 */ 1950 */
2194void 1951void
2195flag_inv (object *op, int flag) 1952flag_inv (object *op, int flag)
2196{ 1953{
2197 object *
2198 tmp;
2199
2200 if (op->inv) 1954 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 { 1956 {
2203 SET_FLAG (tmp, flag); 1957 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1958 flag_inv (tmp, flag);
2205 } 1959 }
2206} /* 1960}
1961
1962/*
2207 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2208 */ 1964 */
2209void 1965void
2210unflag_inv (object *op, int flag) 1966unflag_inv (object *op, int flag)
2211{ 1967{
2212 object *
2213 tmp;
2214
2215 if (op->inv) 1968 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 { 1970 {
2218 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2220 } 1973 }
2221} 1974}
2224 * 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
2225 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2226 * 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
2227 * 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.
2228 */ 1981 */
2229
2230void 1982void
2231set_cheat (object *op) 1983set_cheat (object *op)
2232{ 1984{
2233 SET_FLAG (op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2253 * 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
2254 * 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
2255 * 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
2256 * customized, changed states, etc. 2008 * customized, changed states, etc.
2257 */ 2009 */
2258
2259int 2010int
2260find_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)
2261{ 2012{
2262 int
2263 i,
2264 index = 0, flag; 2013 int index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2267 2015
2268 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2269 { 2017 {
2270 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]);
2271 if (!flag) 2019 if (!flag)
2272 altern[index++] = i; 2020 altern [index++] = i;
2273 2021
2274 /* 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.
2275 * 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.
2276 * 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 -
2277 * 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
2278 * 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
2279 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2281 */ 2029 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i]; 2031 stop = maxfree[i];
2284 } 2032 }
2033
2285 if (!index) 2034 if (!index)
2286 return -1; 2035 return -1;
2036
2287 return altern[RANDOM () % index]; 2037 return altern[RANDOM () % index];
2288} 2038}
2289 2039
2290/* 2040/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2293 * 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.
2294 * 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.
2295 */ 2045 */
2296
2297int 2046int
2298find_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)
2299{ 2048{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 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]))
2306 return i; 2051 return i;
2307 } 2052
2308 return -1; 2053 return -1;
2309} 2054}
2310 2055
2311/* 2056/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2060 */
2315static void 2061static void
2316permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2317{ 2063{
2318 int 2064 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2065 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2066
2329 tmp = arr[i]; 2067 while (--end)
2330 arr[i] = arr[j]; 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2069}
2334 2070
2335/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2337 * 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
2340 * 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.
2341 */ 2077 */
2342void 2078void
2343get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2344{ 2080{
2345 int 2081 int i;
2346 i;
2347 2082
2348 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2084 search_arr[i] = i;
2351 }
2352 2085
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2089}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * 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
2367 * 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
2368 * there is capable of. 2101 * there is capable of.
2369 */ 2102 */
2370
2371int 2103int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2105{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2377 sint16 2107
2378 nx, 2108 sint16 nx, ny;
2379 ny;
2380 object * 2109 object *tmp;
2381 tmp; 2110 maptile *mp;
2382 mapstruct * 2111
2383 mp; 2112 MoveType blocked, move_type;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2113
2388 if (exclude && exclude->head) 2114 if (exclude && exclude->head)
2389 { 2115 {
2390 exclude = exclude->head; 2116 exclude = exclude->head;
2391 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2401 mp = m; 2127 mp = m;
2402 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2404 2130
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2406 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2134 max = maxfree[i];
2409 }
2410 else 2135 else
2411 { 2136 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2413 2140
2414 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2142 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2419 { 2144 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2148 break;
2425 } 2149
2426 }
2427 if (tmp) 2150 if (tmp)
2428 {
2429 return freedir[i]; 2151 return freedir[i];
2430 }
2431 } 2152 }
2432 } 2153 }
2433 } 2154 }
2155
2434 return 0; 2156 return 0;
2435} 2157}
2436 2158
2437/* 2159/*
2438 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2161 * distance between the two given objects.
2440 */ 2162 */
2441
2442int 2163int
2443distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2444{ 2165{
2445 int
2446 i;
2447
2448 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);
2449 return i;
2450} 2167}
2451 2168
2452/* 2169/*
2453 * 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
2454 * 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
2455 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2456 */ 2173 */
2457
2458int 2174int
2459find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2460{ 2176{
2461 int 2177 int q;
2462 q;
2463 2178
2464 if (y) 2179 if (y)
2465 q = x * 100 / y; 2180 q = x * 100 / y;
2466 else if (x) 2181 else if (x)
2467 q = -300 * x; 2182 q = -300 * x;
2502int 2217int
2503absdir (int d) 2218absdir (int d)
2504{ 2219{
2505 while (d < 1) 2220 while (d < 1)
2506 d += 8; 2221 d += 8;
2222
2507 while (d > 8) 2223 while (d > 8)
2508 d -= 8; 2224 d -= 8;
2225
2509 return d; 2226 return d;
2510} 2227}
2511 2228
2512/* 2229/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2232 */
2516 2233
2517int 2234int
2518dirdiff (int dir1, int dir2) 2235dirdiff (int dir1, int dir2)
2519{ 2236{
2520 int 2237 int d;
2521 d;
2522 2238
2523 d = abs (dir1 - dir2); 2239 d = abs (dir1 - dir2);
2524 if (d > 4) 2240 if (d > 4)
2525 d = 8 - d; 2241 d = 8 - d;
2242
2526 return d; 2243 return d;
2527} 2244}
2528 2245
2529/* peterm: 2246/* peterm:
2530 * 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.
2533 * 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
2534 * 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.
2535 * 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
2536 * functions. 2253 * functions.
2537 */ 2254 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2310 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2597 */ 2312 */
2598
2599
2600int 2313int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2315{
2603 sint16 2316 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2317 int mflags;
2608 2318
2609 if (dir < 0) 2319 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2611 2321
2612 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2625 return 0; 2335 return 0;
2626 2336
2627 /* yes, can see. */ 2337 /* yes, can see. */
2628 if (dir < 9) 2338 if (dir < 9)
2629 return 1; 2339 return 1;
2340
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 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]);
2632} 2344}
2633
2634
2635 2345
2636/* 2346/*
2637 * 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
2638 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !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));
2653} 2363}
2654 2364
2655
2656/* 2365/*
2657 * create clone from object to another 2366 * create clone from object to another
2658 */ 2367 */
2659object * 2368object *
2660object_create_clone (object *asrc) 2369object_create_clone (object *asrc)
2661{ 2370{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2372
2665 if (!asrc) 2373 if (!asrc)
2666 return NULL; 2374 return 0;
2375
2667 src = asrc; 2376 src = asrc;
2668 if (src->head) 2377 if (src->head)
2669 src = src->head; 2378 src = src->head;
2670 2379
2671 prev = NULL; 2380 prev = 0;
2672 for (part = src; part; part = part->more) 2381 for (part = src; part; part = part->more)
2673 { 2382 {
2674 tmp = get_object (); 2383 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2384 tmp->x -= src->x;
2677 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2678 if (!part->head) 2387 if (!part->head)
2679 { 2388 {
2680 dst = tmp; 2389 dst = tmp;
2681 tmp->head = NULL; 2390 tmp->head = 0;
2682 } 2391 }
2683 else 2392 else
2684 {
2685 tmp->head = dst; 2393 tmp->head = dst;
2686 } 2394
2687 tmp->more = NULL; 2395 tmp->more = 0;
2396
2688 if (prev) 2397 if (prev)
2689 prev->more = tmp; 2398 prev->more = tmp;
2399
2690 prev = tmp; 2400 prev = tmp;
2691 } 2401 }
2692 2402
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2405
2699 return dst; 2406 return dst;
2700} 2407}
2701 2408
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2712
2713/* 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 */
2714
2715/* 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, */
2716
2717/* 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. */
2718
2719/* 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. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2415object *
2724load_object_str (const char *obstr) 2416load_object_str (const char *obstr)
2725{ 2417{
2726 object * 2418 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2730 2420
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2422
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2423 FILE *tempfile = fopen (filename, "w");
2735 2424
2736 if (tempfile == NULL) 2425 if (tempfile == NULL)
2737 { 2426 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2428 return NULL;
2740 }; 2429 }
2430
2741 fprintf (tempfile, obstr); 2431 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2432 fclose (tempfile);
2743 2433
2744 op = get_object (); 2434 op = object::create ();
2745 2435
2746 object_thawer 2436 object_thawer thawer (filename);
2747 thawer (filename);
2748 2437
2749 if (thawer) 2438 if (thawer)
2750 load_object (thawer, op, 0); 2439 load_object (thawer, op, 0);
2751 2440
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2760 * returns NULL if no match. 2449 * returns NULL if no match.
2761 */ 2450 */
2762object * 2451object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2453{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2455 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2456 return tmp;
2771 2457
2772 return NULL; 2458 return 0;
2773} 2459}
2774 2460
2775/* 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,
2776 * otherwise return NULL. 2462 * otherwise return NULL.
2777 * 2463 *
2779 * do the desired thing. 2465 * do the desired thing.
2780 */ 2466 */
2781key_value * 2467key_value *
2782get_ob_key_link (const object *ob, const char *key) 2468get_ob_key_link (const object *ob, const char *key)
2783{ 2469{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2470 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2471 if (link->key == key)
2790 {
2791 return link; 2472 return link;
2792 }
2793 }
2794 2473
2795 return NULL; 2474 return 0;
2796} 2475}
2797 2476
2798/* 2477/*
2799 * 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.
2800 * 2479 *
2803 * The returned string is shared. 2482 * The returned string is shared.
2804 */ 2483 */
2805const char * 2484const char *
2806get_ob_key_value (const object *op, const char *const key) 2485get_ob_key_value (const object *op, const char *const key)
2807{ 2486{
2808 key_value * 2487 key_value *link;
2809 link; 2488 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2489
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2490 if (!canonical_key)
2816 { 2491 {
2817 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2496 */
2822 return NULL; 2497 return 0;
2823 } 2498 }
2824 2499
2825 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2827 */ 2502 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2503 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2504 if (link->key == canonical_key)
2831 {
2832 return link->value; 2505 return link->value;
2833 } 2506
2834 }
2835 return NULL; 2507 return 0;
2836} 2508}
2837 2509
2838 2510
2839/* 2511/*
2840 * Updates the canonical_key in op to value. 2512 * Updates the canonical_key in op to value.
2847 * Returns TRUE on success. 2519 * Returns TRUE on success.
2848 */ 2520 */
2849int 2521int
2850set_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)
2851{ 2523{
2852 key_value *
2853 field = NULL, *last = NULL; 2524 key_value *field = NULL, *last = NULL;
2854 2525
2855 for (field = op->key_values; field != NULL; field = field->next) 2526 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2527 {
2857 if (field->key != canonical_key) 2528 if (field->key != canonical_key)
2858 { 2529 {
2876 if (last) 2547 if (last)
2877 last->next = field->next; 2548 last->next = field->next;
2878 else 2549 else
2879 op->key_values = field->next; 2550 op->key_values = field->next;
2880 2551
2881 delete
2882 field; 2552 delete field;
2883 } 2553 }
2884 } 2554 }
2885 return TRUE; 2555 return TRUE;
2886 } 2556 }
2887 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2888 2558
2889 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2890 2560
2891 if (!add_key) 2561 if (!add_key)
2892 {
2893 return FALSE; 2562 return FALSE;
2894 } 2563
2895 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2899 * should pass in "" 2568 * should pass in ""
2922 * Returns TRUE on success. 2591 * Returns TRUE on success.
2923 */ 2592 */
2924int 2593int
2925set_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)
2926{ 2595{
2927 shstr
2928 key_ (key); 2596 shstr key_ (key);
2929 2597
2930 return set_ob_key_value_s (op, key_, value, add_key); 2598 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620}
2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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