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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 1.96 by root, Sat Dec 30 10:16:10 2006 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 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_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; 565
724 } 566 this->speed = speed;
567
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
726 { 569 {
727 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
729 return; 572 return;
730 573
731 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
732 * of the list. */ 575 * of the list. */
733 op->active_next = active_objects; 576 active_next = active_objects;
577
734 if (op->active_next != NULL) 578 if (active_next)
735 op->active_next->active_prev = op; 579 active_next->active_prev = this;
580
736 active_objects = op; 581 active_objects = this;
737 } 582 }
738 else 583 else
739 { 584 {
740 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
742 return; 587 return;
743 588
744 if (op->active_prev == NULL) 589 if (!active_prev)
745 { 590 {
746 active_objects = op->active_next; 591 active_objects = active_next;
592
747 if (op->active_next != NULL) 593 if (active_next)
748 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
749 } 595 }
750 else 596 else
751 { 597 {
752 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
599
753 if (op->active_next) 600 if (active_next)
754 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
755 } 602 }
603
756 op->active_next = NULL; 604 active_next = 0;
757 op->active_prev = NULL; 605 active_prev = 0;
758 }
759}
760
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 { 606 }
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} 607}
791 608
792/* 609/*
793 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...) 613 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window 614 * 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 615 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
800 * 617 *
801 * action is a hint of what the caller believes need to be done. 618 * 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: 619 * current action are:
807 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * 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. 623 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
812 */ 625 */
813
814void 626void
815update_object (object *op, int action) 627update_object (object *op, int action)
816{ 628{
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
819 630
820 if (op == NULL) 631 if (op == NULL)
821 { 632 {
822 /* this should never happen */ 633 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return; 635 return;
825 } 636 }
826 637
827 if (op->env != NULL) 638 if (op->env)
828 { 639 {
829 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
830 * to do in this case. 641 * to do in this case.
831 */ 642 */
832 return; 643 return;
837 */ 648 */
838 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return; 650 return;
840 651
841 /* make sure the object is within map boundaries */ 652 /* 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)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
843 { 654 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 656#ifdef MANY_CORES
846 abort (); 657 abort ();
847#endif 658#endif
848 return; 659 return;
849 } 660 }
850 661
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 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);
857 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
858 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
859 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
865 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (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) 675 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 677 || (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 678 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now. 679 * to have move_allow right now.
883 */ 680 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 683 m.flags_ = P_NEED_UPDATE;
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 684 }
890 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 687 * that is being removed.
893 */ 688 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 690 m.flags_ = P_NEED_UPDATE;
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 692 /* Nothing to do for that case */ ;
901 }
902 else 693 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 695
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) 696 if (op->more)
914 update_object (op->more, action); 697 update_object (op->more, action);
915} 698}
916 699
917static 700object::vector object::objects; // not yet used
918std::vector < object *> 701object *object::first;
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}
929 702
930object::object () 703object::object ()
931{ 704{
932 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
933 706
934 expmul = 1.0; 707 expmul = 1.0;
935 face = blank_face; 708 face = blank_face;
936 attacked_by_count = -1;
937} 709}
938 710
939object::~object () 711object::~object ()
940{ 712{
941 free_key_values (this); 713 free_key_values (this);
942} 714}
943 715
944void object::link () 716void object::link ()
945{ 717{
946 count = ++ob_count; 718 count = ++ob_count;
719 uuid = gen_uuid ();
947 720
948 prev = 0; 721 prev = 0;
949 next = objects; 722 next = object::first;
950 723
951 if (objects) 724 if (object::first)
952 objects->prev = this; 725 object::first->prev = this;
953 726
954 objects = this; 727 object::first = this;
955} 728}
956 729
957void object::unlink () 730void object::unlink ()
958{ 731{
959 count = 0; 732 if (this == object::first)
733 object::first = next;
960 734
961 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next; 736 if (prev) prev->next = next;
964 if (next)
965 next->prev = prev; 737 if (next) next->prev = prev;
966 if (this == objects) 738
967 objects = next; 739 prev = 0;
740 next = 0;
741}
742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
968} 836}
969 837
970object *object::create () 838object *object::create ()
971{ 839{
972 object *
973 op = new object; 840 object *op = new object;
974
975 op->link (); 841 op->link ();
976 return op; 842 return op;
977} 843}
978 844
979/* 845void
980 * free_object() frees everything allocated by an object, removes 846object::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{ 847{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 848 if (flag [FLAG_IS_LINKED])
992 { 849 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 }
999 850
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 851 if (flag [FLAG_FRIENDLY])
1001 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 remove_friendly_object (this); 852 remove_friendly_object (this);
1004 }
1005 853
1006 if (QUERY_FLAG (this, FLAG_FREED)) 854 if (!flag [FLAG_REMOVED])
1007 { 855 remove ();
1008 dump_object (this); 856
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 857 if (flag [FLAG_FREED])
1010 return; 858 return;
859
860 set_speed (0);
861
862 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
1011 } 882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
1012 890
1013 if (more) 891 if (more)
1014 { 892 {
1015 more->free (free_inventory); 893 more->destroy ();
1016 more = 0; 894 more = 0;
1017 } 895 }
1018 896
1019 if (inv) 897 // clear those pointers that likely might have circular references to us
1020 { 898 owner = 0;
1021 /* Only if the space blocks everything do we not process - 899 enemy = 0;
1022 * if some form of movement is allowed, let objects 900 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 901
1030 while (op) 902 // only relevant for players(?), but make sure of it anyways
1031 { 903 contr = 0;
1032 object * 904}
1033 tmp = op->below;
1034 905
1035 remove_ob (op); 906void
1036 op->free (free_inventory); 907object::destroy (bool destroy_inventory)
1037 op = tmp; 908{
1038 } 909 if (destroyed ())
1039 } 910 return;
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044 911
1045 while (op) 912 if (destroy_inventory)
1046 { 913 destroy_inv (false);
1047 object *
1048 tmp = op->below;
1049 914
1050 remove_ob (op); 915 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} 916}
1077 917
1078/* 918/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1081 */ 921 */
1082
1083void 922void
1084sub_weight (object *op, signed long weight) 923sub_weight (object *op, signed long weight)
1085{ 924{
1086 while (op != NULL) 925 while (op != NULL)
1087 { 926 {
1088 if (op->type == CONTAINER) 927 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 } 929
1092 op->carrying -= weight; 930 op->carrying -= weight;
1093 op = op->env; 931 op = op->env;
1094 } 932 }
1095} 933}
1096 934
1097/* remove_ob(op): 935/* op->remove ():
1098 * This function removes the object op from the linked list of objects 936 * 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 937 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 940 * the previous environment.
1103 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1104 */ 942 */
1105
1106void 943void
1107remove_ob (object *op) 944object::remove ()
1108{ 945{
946 object *tmp, *last = 0;
1109 object * 947 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 948
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 950 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 951
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); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
954
955 if (more)
956 more->remove ();
1146 957
1147 /* 958 /*
1148 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1149 * inventory. 960 * inventory.
1150 */ 961 */
1151 if (op->env != NULL) 962 if (env)
1152 { 963 {
1153 if (op->nrof) 964 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 965 sub_weight (env, weight * nrof);
1155 else 966 else
1156 sub_weight (op->env, op->weight + op->carrying); 967 sub_weight (env, weight + carrying);
1157 968
1158 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 971 * to save cpu time.
1161 */ 972 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 974 otmp->update_stats ();
1164 975
1165 if (op->above != NULL) 976 if (above)
1166 op->above->below = op->below; 977 above->below = below;
1167 else 978 else
1168 op->env->inv = op->below; 979 env->inv = below;
1169 980
1170 if (op->below != NULL) 981 if (below)
1171 op->below->above = op->above; 982 below->above = above;
1172 983
1173 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1176 */ 987 */
1177 op->x = op->env->x, op->y = op->env->y; 988 x = env->x, y = env->y;
1178 op->map = op->env->map; 989 map = env->map;
1179 op->above = NULL, op->below = NULL; 990 above = 0, below = 0;
1180 op->env = NULL; 991 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 { 992 }
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 993 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 } 994 {
1202 if (op->map != m) 995 if (type == PLAYER)
1203 { 996 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 997 --map->players;
1205 op->map->path, m->path, op->x, op->y, x, y); 998 map->last_access = runtime;
1206 } 999 }
1207 1000
1208 /* Re did the following section of code - it looks like it had
1209 * lots of logic for things we no longer care about
1210 */
1211 1001
1212 /* link the object above us */ 1002 /* link the object above us */
1213 if (op->above) 1003 if (above)
1214 op->above->below = op->below; 1004 above->below = below;
1215 else 1005 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1217 1007
1218 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1219 if (op->below) 1009 if (below)
1220 {
1221 op->below->above = op->above; 1010 below->above = above;
1222 }
1223 else 1011 else
1224 { 1012 {
1225 /* Nothing below, which means we need to relink map object for this space 1013 /* 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 1014 * use translated coordinates in case some oddness with map tiling is
1227 * evident 1015 * 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 */ 1016 */
1259 if (tmp->container == op) 1017 if (GET_MAP_OB (map, x, y) != this)
1260 { 1018 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1019 char *dump = dump_object (this);
1262 tmp->container = NULL; 1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1263 } 1026 }
1264 tmp->contr->socket.update_look = 1; 1027
1265 } 1028 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 { 1029 }
1269 1030
1270 move_apply (tmp, op, NULL); 1031 above = 0;
1271 if (was_destroyed (op, tag)) 1032 below = 0;
1033
1034 if (map->in_memory == MAP_SAVING)
1035 return;
1036
1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1038
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1040 {
1041 /* No point updating the players look faces if he is the object
1042 * being removed.
1043 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1272 { 1046 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1274 } 1059 }
1060
1061 /* See if object moving off should effect something */
1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1065 {
1066 move_apply (tmp, this, 0);
1067
1068 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1275 } 1070 }
1276 1071
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1279 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1280 tmp->above = NULL; 1075 tmp->above = 0;
1076
1281 last = tmp; 1077 last = tmp;
1282 } 1078 }
1079
1283 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1081 //TODO: this makes little sense, why only update the topmost object?
1285 { 1082 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
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 1084 else
1295 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1296 1086
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1299 1089 }
1300} 1090}
1301 1091
1302/* 1092/*
1303 * merge_ob(op,top): 1093 * merge_ob(op,top):
1304 * 1094 *
1305 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1096 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1099 */
1310
1311object * 1100object *
1312merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1313{ 1102{
1314 if (!op->nrof) 1103 if (!op->nrof)
1315 return 0; 1104 return 0;
1316 if (top == NULL) 1105
1106 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1109
1318 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1319 { 1111 {
1320 if (top == op) 1112 if (top == op)
1321 continue; 1113 continue;
1322 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1323 { 1116 {
1324 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1325 1118
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1121 op->destroy ();
1329 free_object (op);
1330 return top; 1122 return top;
1331 } 1123 }
1332 } 1124 }
1125
1333 return NULL; 1126 return 0;
1334} 1127}
1335 1128
1336/* 1129/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1339 */ 1132 */
1340object * 1133object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1135{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1137 {
1350 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1352 } 1140 }
1141
1353 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1354} 1143}
1355 1144
1356/* 1145/*
1357 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1160 * Return value:
1372 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1163 * just 'op' otherwise
1375 */ 1164 */
1376
1377object * 1165object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1167{
1380 object * 1168 object *tmp, *top, *floor = NULL;
1381 tmp, * 1169 sint16 x, y;
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1170
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1171 if (QUERY_FLAG (op, FLAG_FREED))
1389 { 1172 {
1390 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL; 1174 return NULL;
1392 } 1175 }
1393 if (m == NULL) 1176
1177 if (!m)
1394 { 1178 {
1395 dump_object (op); 1179 char *dump = dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1397 return op; 1182 return op;
1398 } 1183 }
1184
1399 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1400 { 1186 {
1401 dump_object (op); 1187 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1189#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1190 /* 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 1191 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1192 * improperly inserted.
1407 */ 1193 */
1408 abort (); 1194 abort ();
1409#endif 1195#endif
1196 free (dump);
1410 return op; 1197 return op;
1411 } 1198 }
1199
1412 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 { 1201 {
1414 dump_object (op); 1202 char *dump = dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1416 return op; 1205 return op;
1417 } 1206 }
1207
1418 if (op->more != NULL) 1208 if (op->more)
1419 { 1209 {
1420 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1421 1211
1422 object *
1423 more = op->more; 1212 object *more = op->more;
1424 1213
1425 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within 1215 * 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 1216 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1429 */ 1218 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map) 1221 else if (!more->map)
1435 { 1222 {
1436 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1438 */ 1225 */
1441 1228
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 { 1230 {
1444 if (!op->head) 1231 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1446 return NULL; 1234 return 0;
1447 } 1235 }
1448 } 1236 }
1237
1449 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1239
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1240 /* 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 1241 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1242 * need extra work
1457 y = op->y; 1246 y = op->y;
1458 1247
1459 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1460 */ 1249 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1465 { 1253 {
1466 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1255 tmp->destroy ();
1468 free_object (tmp);
1469 } 1256 }
1470 }
1471 1257
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1263
1477 if (flag & INS_BELOW_ORIGINATOR) 1264 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1265 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1267 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1269 abort ();
1483 } 1270 }
1271
1484 op->above = originator; 1272 op->above = originator;
1485 op->below = originator->below; 1273 op->below = originator->below;
1274
1486 if (op->below) 1275 if (op->below)
1487 op->below->above = op; 1276 op->below->above = op;
1488 else 1277 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1279
1490 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1491 originator->below = op; 1281 originator->below = op;
1492 } 1282 }
1493 else 1283 else
1494 { 1284 {
1495 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497 { 1287 {
1498 object * 1288 object *last = 0;
1499 last = NULL;
1500 1289
1501 /* 1290 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1293 * 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 1297 * 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 1298 * 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 1299 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1512 */ 1301 */
1513
1514 while (top != NULL) 1302 while (top)
1515 { 1303 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1305 floor = top;
1306
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 { 1308 {
1520 /* We insert above top, so we want this object below this */ 1309 /* We insert above top, so we want this object below this */
1521 top = top->below; 1310 top = top->below;
1522 break; 1311 break;
1523 } 1312 }
1313
1524 last = top; 1314 last = top;
1525 top = top->above; 1315 top = top->above;
1526 } 1316 }
1317
1527 /* Don't want top to be NULL, so set it to the last valid object */ 1318 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last; 1319 top = last;
1529 1320
1530 /* We let update_position deal with figuring out what the space 1321 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1322 * looks like instead of lots of conditions here.
1537 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1330 * stacking is a bit odd.
1540 */ 1331 */
1541 if (!(flag & INS_ON_TOP) && 1332 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)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543 { 1334 {
1544 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1337 break;
1547 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1551 */ 1342 */
1552 if (last && last->below && last != floor) 1343 if (last && last->below && last != floor)
1553 top = last->below; 1344 top = last->below;
1554 } 1345 }
1555 } /* If objects on this space */ 1346 } /* If objects on this space */
1347
1556 if (flag & INS_MAP_LOAD) 1348 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y); 1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1351 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1352 top = floor;
1560 1353
1561 /* Top is the object that our object (op) is going to get inserted above. 1354 /* Top is the object that our object (op) is going to get inserted above.
1562 */ 1355 */
1563 1356
1564 /* First object on this space */ 1357 /* First object on this space */
1565 if (!top) 1358 if (!top)
1566 { 1359 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1568 if (op->above) 1362 if (op->above)
1569 op->above->below = op; 1363 op->above->below = op;
1364
1570 op->below = NULL; 1365 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1572 } 1367 }
1573 else 1368 else
1574 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1575 op->above = top->above; 1370 op->above = top->above;
1371
1576 if (op->above) 1372 if (op->above)
1577 op->above->below = op; 1373 op->above->below = op;
1374
1578 op->below = top; 1375 op->below = top;
1579 top->above = op; 1376 top->above = op;
1580 } 1377 }
1378
1581 if (op->above == NULL) 1379 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1584 1382
1585 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1586 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1587 1389
1588 /* If we have a floor, we know the player, if any, will be above 1390 /* 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. 1391 * it, so save a few ticks and start from there.
1590 */ 1392 */
1591 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1593 { 1395 if (pl->contr->ns)
1594 if (tmp->type == PLAYER) 1396 pl->contr->ns->floorbox_update ();
1595 tmp->contr->socket.update_look = 1;
1596 }
1597 1397
1598 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1399 * 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 1400 * 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 1401 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1605 * of effect may be sufficient. 1405 * of effect may be sufficient.
1606 */ 1406 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1609
1610 1409
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1613 1412
1413 INVOKE_OBJECT (INSERT, op);
1614 1414
1615 /* Don't know if moving this to the end will break anything. However, 1415 /* 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. 1416 * we want to have floorbox_update called before calling this.
1617 * 1417 *
1618 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1421 * update_object().
1622 */ 1422 */
1623 1423
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* 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) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 { 1426 {
1628 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1629 return NULL; 1428 return 0;
1630 1429
1631 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1632 * walk on's. 1431 * walk on's.
1633 */ 1432 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1636 return NULL; 1435 return 0;
1637 } 1436 }
1437
1638 return op; 1438 return op;
1639} 1439}
1640 1440
1641/* this function inserts an object in the map, but if it 1441/* 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. 1442 * 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. 1443 * op is the object to insert it under: supplies x and the map.
1644 */ 1444 */
1645void 1445void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1447{
1648 object * 1448 object *tmp, *tmp1;
1649 tmp;
1650 object *
1651 tmp1;
1652 1449
1653 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1654 1451
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 { 1454 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1455
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1665
1666 1457
1667 tmp1->x = op->x; 1458 tmp1->x = op->x;
1668 tmp1->y = op->y; 1459 tmp1->y = op->y;
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1670} 1467}
1671 1468
1672/* 1469/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * 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 1471 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1474 * global static errmsg array.
1678 */ 1475 */
1679
1680object * 1476object *
1681get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1682{ 1478{
1683 object * 1479 object *newob;
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687 1481
1688 if (orig_ob->nrof < nr) 1482 if (orig_ob->nrof < nr)
1689 { 1483 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL; 1485 return NULL;
1692 } 1486 }
1487
1693 newob = object_create_clone (orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1694 if ((orig_ob->nrof -= nr) < 1) 1490 if ((orig_ob->nrof -= nr) < 1)
1695 { 1491 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) 1492 else if (!is_removed)
1701 { 1493 {
1702 if (orig_ob->env != NULL) 1494 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1496 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."); 1498 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"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL; 1500 return NULL;
1709 } 1501 }
1710 } 1502 }
1503
1711 newob->nrof = nr; 1504 newob->nrof = nr;
1712 1505
1713 return newob; 1506 return newob;
1714} 1507}
1715 1508
1722 */ 1515 */
1723 1516
1724object * 1517object *
1725decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1726{ 1519{
1727 object * 1520 object *tmp;
1728 tmp;
1729 player *
1730 pl;
1731 1521
1732 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1733 return op; 1523 return op;
1734 1524
1735 if (i > op->nrof) 1525 if (i > op->nrof)
1736 i = op->nrof; 1526 i = op->nrof;
1737 1527
1738 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i; 1529 op->nrof -= i;
1741 }
1742 else if (op->env != NULL) 1530 else if (op->env)
1743 { 1531 {
1744 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1745 * therein? 1533 * therein?
1746 */ 1534 */
1747 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1748 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player. 1540 * and then searching the map for a player.
1753 */ 1541 */
1754 if (!tmp) 1542 if (!tmp)
1755 { 1543 for_all_players (pl)
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1758 break; 1547 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 } 1548 }
1764 1549
1765 if (i < op->nrof) 1550 if (i < op->nrof)
1766 { 1551 {
1767 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i; 1553 op->nrof -= i;
1769 if (tmp) 1554 if (tmp)
1770 {
1771 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1772 }
1773 } 1556 }
1774 else 1557 else
1775 { 1558 {
1776 remove_ob (op); 1559 op->remove ();
1777 op->nrof = 0; 1560 op->nrof = 0;
1778 if (tmp) 1561 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1781 }
1782 } 1563 }
1783 } 1564 }
1784 else 1565 else
1785 { 1566 {
1786 object *
1787 above = op->above; 1567 object *above = op->above;
1788 1568
1789 if (i < op->nrof) 1569 if (i < op->nrof)
1790 {
1791 op->nrof -= i; 1570 op->nrof -= i;
1792 }
1793 else 1571 else
1794 { 1572 {
1795 remove_ob (op); 1573 op->remove ();
1796 op->nrof = 0; 1574 op->nrof = 0;
1797 } 1575 }
1576
1798 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1800 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1801 { 1580 {
1802 if (op->nrof) 1581 if (op->nrof)
1803 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1804 else 1583 else
1805 esrv_del_item (tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1806 } 1585 }
1807 } 1586 }
1808 1587
1809 if (op->nrof) 1588 if (op->nrof)
1810 {
1811 return op; 1589 return op;
1812 }
1813 else 1590 else
1814 { 1591 {
1815 free_object (op); 1592 op->destroy ();
1816 return NULL; 1593 return 0;
1817 } 1594 }
1818} 1595}
1819 1596
1820/* 1597/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1826add_weight (object *op, signed long weight) 1603add_weight (object *op, signed long weight)
1827{ 1604{
1828 while (op != NULL) 1605 while (op != NULL)
1829 { 1606 {
1830 if (op->type == CONTAINER) 1607 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 } 1609
1834 op->carrying += weight; 1610 op->carrying += weight;
1835 op = op->env; 1611 op = op->env;
1836 } 1612 }
1837} 1613}
1838 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1839/* 1635/*
1840 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1841 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1842 * inside the object environment. 1638 * inside the object environment.
1843 * 1639 *
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 1640 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1851 */ 1642 */
1852 1643
1853object * 1644object *
1854insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1855{ 1646{
1856 object * 1647 object *tmp, *otmp;
1857 tmp, *
1858 otmp;
1859 1648
1860 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 { 1650 op->remove ();
1862 dump_object (op); 1651
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) 1652 if (op->more)
1878 { 1653 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1655 return op;
1881 } 1656 }
1657
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1884 if (op->nrof) 1660 if (op->nrof)
1885 { 1661 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1888 { 1664 {
1889 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1666 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1894 */ 1670 */
1895 add_weight (where, op->weight * op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1898 op = tmp; 1674 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break; 1677 break;
1902 } 1678 }
1903 1679
1904 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract 1682 * (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 1683 * the weight, so we need to add it in again, since we actually do
1908 * the linking below 1684 * the linking below
1909 */ 1685 */
1910 add_weight (where, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1911 } 1687 }
1912 else 1688 else
1913 add_weight (where, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1914 1690
1915 otmp = is_player_inv (where); 1691 otmp = this->in_player ();
1916 if (otmp && otmp->contr != NULL) 1692 if (otmp && otmp->contr)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp); 1694 otmp->update_stats ();
1920 }
1921 1695
1922 op->map = NULL; 1696 op->map = 0;
1923 op->env = where; 1697 op->env = this;
1924 op->above = NULL; 1698 op->above = 0;
1925 op->below = NULL; 1699 op->below = 0;
1926 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1927 1701
1928 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1703 if ((op->glow_radius != 0) && map)
1930 { 1704 {
1931#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map)) 1708 if (map->darkness)
1935 update_all_los (where->map, where->x, where->y); 1709 update_all_los (map, x, y);
1936 } 1710 }
1937 1711
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1939 * It sure simplifies this function... 1713 * It sure simplifies this function...
1940 */ 1714 */
1941 if (where->inv == NULL) 1715 if (!inv)
1942 where->inv = op; 1716 inv = op;
1943 else 1717 else
1944 { 1718 {
1945 op->below = where->inv; 1719 op->below = inv;
1946 op->below->above = op; 1720 op->below->above = op;
1947 where->inv = op; 1721 inv = op;
1948 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1949 return op; 1726 return op;
1950} 1727}
1951 1728
1952/* 1729/*
1953 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1967 * 1744 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * 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 1746 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1747 * on top.
1971 */ 1748 */
1972
1973int 1749int
1974check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1975{ 1751{
1976 object * 1752 object *tmp;
1977 tmp; 1753 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1754 int x = op->x, y = op->y;
1984 MoveType 1755
1985 move_on, 1756 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1757
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1759 return 0;
1991
1992 tag = op->count;
1993 1760
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1761 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); 1762 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); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1764
2013 1780
2014 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
2016 */ 1783 */
2017 1784
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2019 { 1786 {
2020 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1789 * we don't need to check all of them.
2023 */ 1790 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1792 break;
2026 } 1793 }
1794
2027 for (; tmp != NULL; tmp = tmp->below) 1795 for (; tmp; tmp = tmp->below)
2028 { 1796 {
2029 if (tmp == op) 1797 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
2031 1799
2032 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 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)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1810 {
2043 1811
2044 float 1812 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1813 diff = tmp->move_slow_penalty * FABS (op->speed);
1814
2048 if (op->type == PLAYER) 1815 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1816 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))) 1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1818 diff /= 4.0;
2054 } 1819
2055 }
2056 op->speed_left -= diff; 1820 op->speed_left -= diff;
2057 } 1821 }
2058 } 1822 }
2059 1823
2060 /* Basically same logic as above, except now for actual apply. */ 1824 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 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)) 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1827 {
2064
2065 move_apply (tmp, op, originator); 1828 move_apply (tmp, op, originator);
1829
2066 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
2067 return 1; 1831 return 1;
2068 1832
2069 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
2072 */ 1836 */
2073 if (op->map != m || op->x != x || op->y != y) 1837 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1838 return 0;
2075 } 1839 }
2076 } 1840 }
1841
2077 return 0; 1842 return 0;
2078} 1843}
2079 1844
2080/* 1845/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2084 */ 1849 */
2085
2086object * 1850object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1852{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
2093 { 1854 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1856 return NULL;
2096 } 1857 }
1858
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2098 if (tmp->arch == at) 1860 if (tmp->arch == at)
2099 return tmp; 1861 return tmp;
1862
2100 return NULL; 1863 return NULL;
2101} 1864}
2102 1865
2103/* 1866/*
2104 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
2107 */ 1870 */
2108
2109object * 1871object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
2111{ 1873{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
2116 { 1875 {
2117 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1877 return NULL;
2119 } 1878 }
1879
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2121 if (tmp->type == type) 1881 if (tmp->type == type)
2122 return tmp; 1882 return tmp;
1883
2123 return NULL; 1884 return NULL;
2124} 1885}
2125 1886
2126/* 1887/*
2127 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2130 */ 1891 */
2131
2132object * 1892object *
2133present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2134{ 1894{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1896 if (tmp->type == type)
2140 return tmp; 1897 return tmp;
1898
2141 return NULL; 1899 return NULL;
2142} 1900}
2143 1901
2144/* 1902/*
2145 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1911 * 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 1912 * 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 1913 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1914 * to be unique.
2157 */ 1915 */
2158
2159object * 1916object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1918{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1921 return tmp;
2169 } 1922
2170 return NULL; 1923 return 0;
2171} 1924}
2172 1925
2173/* 1926/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2177 */ 1930 */
2178
2179object * 1931object *
2180present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2181{ 1933{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1935 if (tmp->arch == at)
2187 return tmp; 1936 return tmp;
1937
2188 return NULL; 1938 return NULL;
2189} 1939}
2190 1940
2191/* 1941/*
2192 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2193 */ 1943 */
2194void 1944void
2195flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2196{ 1946{
2197 object *
2198 tmp;
2199
2200 if (op->inv) 1947 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 { 1949 {
2203 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2205 } 1952 }
2206} /* 1953}
1954
1955/*
2207 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2208 */ 1957 */
2209void 1958void
2210unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2211{ 1960{
2212 object *
2213 tmp;
2214
2215 if (op->inv) 1961 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 { 1963 {
2218 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2220 } 1966 }
2221} 1967}
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for 1972 * 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. 1973 * him/her-self and all object carried by a call to this function.
2228 */ 1974 */
2229
2230void 1975void
2231set_cheat (object *op) 1976set_cheat (object *op)
2232{ 1977{
2233 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * 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 1999 * 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 2000 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 2001 * customized, changed states, etc.
2257 */ 2002 */
2258
2259int 2003int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 2005{
2262 int
2263 i,
2264 index = 0, flag; 2006 int index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2267 2008
2268 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2269 { 2010 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271 if (!flag) 2012 if (!flag)
2272 altern[index++] = i; 2013 altern [index++] = i;
2273 2014
2274 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* 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. 2016 * 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 - 2017 * 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 2018 * 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 2019 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2281 */ 2022 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i]; 2024 stop = maxfree[i];
2284 } 2025 }
2026
2285 if (!index) 2027 if (!index)
2286 return -1; 2028 return -1;
2029
2287 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2288} 2031}
2289 2032
2290/* 2033/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 2036 * 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. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 2038 */
2296
2297int 2039int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2041{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2044 return i;
2307 } 2045
2308 return -1; 2046 return -1;
2309} 2047}
2310 2048
2311/* 2049/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2053 */
2315static void 2054static void
2316permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2317{ 2056{
2318 int 2057 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2058 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2059
2329 tmp = arr[i]; 2060 while (--end)
2330 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2062}
2334 2063
2335/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2065 * 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 2066 * 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. 2069 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2070 */
2342void 2071void
2343get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2344{ 2073{
2345 int 2074 int i;
2346 i;
2347 2075
2348 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2077 search_arr[i] = i;
2351 }
2352 2078
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2082}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * 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 2092 * 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 2093 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2094 * there is capable of.
2369 */ 2095 */
2370
2371int 2096int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2098{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2377 sint16 2100
2378 nx, 2101 sint16 nx, ny;
2379 ny;
2380 object * 2102 object *tmp;
2381 tmp; 2103 maptile *mp;
2382 mapstruct * 2104
2383 mp; 2105 MoveType blocked, move_type;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2106
2388 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2389 { 2108 {
2390 exclude = exclude->head; 2109 exclude = exclude->head;
2391 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2401 mp = m; 2120 mp = m;
2402 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2404 2123
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2406 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2127 max = maxfree[i];
2409 }
2410 else 2128 else
2411 { 2129 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2413 2133
2414 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2135 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2419 { 2137 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2139 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))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2141 break;
2425 } 2142
2426 }
2427 if (tmp) 2143 if (tmp)
2428 {
2429 return freedir[i]; 2144 return freedir[i];
2430 }
2431 } 2145 }
2432 } 2146 }
2433 } 2147 }
2148
2434 return 0; 2149 return 0;
2435} 2150}
2436 2151
2437/* 2152/*
2438 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2154 * distance between the two given objects.
2440 */ 2155 */
2441
2442int 2156int
2443distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2444{ 2158{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2160}
2451 2161
2452/* 2162/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * 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 2164 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2456 */ 2166 */
2457
2458int 2167int
2459find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2460{ 2169{
2461 int 2170 int q;
2462 q;
2463 2171
2464 if (y) 2172 if (y)
2465 q = x * 100 / y; 2173 q = x * 100 / y;
2466 else if (x) 2174 else if (x)
2467 q = -300 * x; 2175 q = -300 * x;
2502int 2210int
2503absdir (int d) 2211absdir (int d)
2504{ 2212{
2505 while (d < 1) 2213 while (d < 1)
2506 d += 8; 2214 d += 8;
2215
2507 while (d > 8) 2216 while (d > 8)
2508 d -= 8; 2217 d -= 8;
2218
2509 return d; 2219 return d;
2510} 2220}
2511 2221
2512/* 2222/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2515 */ 2225 */
2516 2226
2517int 2227int
2518dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2519{ 2229{
2520 int 2230 int d;
2521 d;
2522 2231
2523 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2524 if (d > 4) 2233 if (d > 4)
2525 d = 8 - d; 2234 d = 8 - d;
2235
2526 return d; 2236 return d;
2527} 2237}
2528 2238
2529/* peterm: 2239/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * 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 2243 * 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. 2244 * 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 2245 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2246 * functions.
2537 */ 2247 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2303 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2597 */ 2305 */
2598
2599
2600int 2306int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2308{
2603 sint16 2309 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2310 int mflags;
2608 2311
2609 if (dir < 0) 2312 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2611 2314
2612 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2625 return 0; 2328 return 0;
2626 2329
2627 /* yes, can see. */ 2330 /* yes, can see. */
2628 if (dir < 9) 2331 if (dir < 9)
2629 return 1; 2332 return 1;
2333
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 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]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2337}
2633
2634
2635 2338
2636/* 2339/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2340 * 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 2341 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (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)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2356}
2654 2357
2655
2656/* 2358/*
2657 * create clone from object to another 2359 * create clone from object to another
2658 */ 2360 */
2659object * 2361object *
2660object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2661{ 2363{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2365
2665 if (!asrc) 2366 if (!asrc)
2666 return NULL; 2367 return 0;
2368
2667 src = asrc; 2369 src = asrc;
2668 if (src->head) 2370 if (src->head)
2669 src = src->head; 2371 src = src->head;
2670 2372
2671 prev = NULL; 2373 prev = 0;
2672 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2673 { 2375 {
2674 tmp = get_object (); 2376 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2377 tmp->x -= src->x;
2677 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2678 if (!part->head) 2380 if (!part->head)
2679 { 2381 {
2680 dst = tmp; 2382 dst = tmp;
2681 tmp->head = NULL; 2383 tmp->head = 0;
2682 } 2384 }
2683 else 2385 else
2684 {
2685 tmp->head = dst; 2386 tmp->head = dst;
2686 } 2387
2687 tmp->more = NULL; 2388 tmp->more = 0;
2389
2688 if (prev) 2390 if (prev)
2689 prev->more = tmp; 2391 prev->more = tmp;
2392
2690 prev = tmp; 2393 prev = tmp;
2691 } 2394 }
2692 2395
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2398
2699 return dst; 2399 return dst;
2700} 2400}
2701 2401
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. */ 2402/* 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 */ 2403/* 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, */ 2404/* 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. */ 2405/* 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. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2722
2723object * 2408object *
2724load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2725{ 2410{
2726 object * 2411 object *op;
2727 op;
2728 char
2729 filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2730 2413
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732 2415
2733 FILE *
2734 tempfile = fopen (filename, "w"); 2416 FILE *tempfile = fopen (filename, "w");
2735 2417
2736 if (tempfile == NULL) 2418 if (tempfile == NULL)
2737 { 2419 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL; 2421 return NULL;
2740 }; 2422 }
2423
2741 fprintf (tempfile, obstr); 2424 fprintf (tempfile, obstr);
2742 fclose (tempfile); 2425 fclose (tempfile);
2743 2426
2744 op = get_object (); 2427 op = object::create ();
2745 2428
2746 object_thawer 2429 object_thawer thawer (filename);
2747 thawer (filename);
2748 2430
2749 if (thawer) 2431 if (thawer)
2750 load_object (thawer, op, 0); 2432 load_object (thawer, op, 0);
2751 2433
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2760 * returns NULL if no match. 2442 * returns NULL if no match.
2761 */ 2443 */
2762object * 2444object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2446{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2449 return tmp;
2771 2450
2772 return NULL; 2451 return 0;
2773} 2452}
2774 2453
2775/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL. 2455 * otherwise return NULL.
2777 * 2456 *
2779 * do the desired thing. 2458 * do the desired thing.
2780 */ 2459 */
2781key_value * 2460key_value *
2782get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2783{ 2462{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2464 if (link->key == key)
2790 {
2791 return link; 2465 return link;
2792 }
2793 }
2794 2466
2795 return NULL; 2467 return 0;
2796} 2468}
2797 2469
2798/* 2470/*
2799 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2800 * 2472 *
2803 * The returned string is shared. 2475 * The returned string is shared.
2804 */ 2476 */
2805const char * 2477const char *
2806get_ob_key_value (const object *op, const char *const key) 2478get_ob_key_value (const object *op, const char *const key)
2807{ 2479{
2808 key_value * 2480 key_value *link;
2809 link; 2481 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2482
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2483 if (!canonical_key)
2816 { 2484 {
2817 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2489 */
2822 return NULL; 2490 return 0;
2823 } 2491 }
2824 2492
2825 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2827 */ 2495 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2496 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2497 if (link->key == canonical_key)
2831 {
2832 return link->value; 2498 return link->value;
2833 } 2499
2834 }
2835 return NULL; 2500 return 0;
2836} 2501}
2837 2502
2838 2503
2839/* 2504/*
2840 * Updates the canonical_key in op to value. 2505 * Updates the canonical_key in op to value.
2847 * Returns TRUE on success. 2512 * Returns TRUE on success.
2848 */ 2513 */
2849int 2514int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2516{
2852 key_value *
2853 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2854 2518
2855 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2520 {
2857 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2858 { 2522 {
2876 if (last) 2540 if (last)
2877 last->next = field->next; 2541 last->next = field->next;
2878 else 2542 else
2879 op->key_values = field->next; 2543 op->key_values = field->next;
2880 2544
2881 delete
2882 field; 2545 delete field;
2883 } 2546 }
2884 } 2547 }
2885 return TRUE; 2548 return TRUE;
2886 } 2549 }
2887 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2888 2551
2889 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2890 2553
2891 if (!add_key) 2554 if (!add_key)
2892 {
2893 return FALSE; 2555 return FALSE;
2894 } 2556
2895 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2899 * should pass in "" 2561 * should pass in ""
2922 * Returns TRUE on success. 2584 * Returns TRUE on success.
2923 */ 2585 */
2924int 2586int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2588{
2927 shstr
2928 key_ (key); 2589 shstr key_ (key);
2929 2590
2930 return set_ob_key_value_s (op, key_, value, add_key); 2591 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2592}
2593
2594object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container)
2596{
2597 while (item->inv)
2598 item = item->inv;
2599}
2600
2601void
2602object::depth_iterator::next ()
2603{
2604 if (item->below)
2605 {
2606 item = item->below;
2607
2608 while (item->inv)
2609 item = item->inv;
2610 }
2611 else
2612 item = item->env;
2613}
2614
2615// return a suitable string describing an objetc in enough detail to find it
2616const char *
2617object::debug_desc (char *info) const
2618{
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635}
2636
2637const char *
2638object::debug_desc () const
2639{
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642}
2643

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