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Comparing deliantra/server/common/object.C (file contents):
Revision 1.27 by root, Mon Sep 11 12:08:45 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.27 2006/09/11 12:08:45 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */
46object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
47 43
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, 44short 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 45 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}; 46};
57int freedir[SIZEOFFREE] = { 53int 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, 54 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 55 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}; 56};
61 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
134
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 136static int
64compare_ob_value_lists_one (const object *wants, const object *has) 137compare_ob_value_lists_one (const object *wants, const object *has)
65{ 138{
66 key_value *wants_field; 139 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
71 */ 144 */
72 145
73 /* For each field in wants, */ 146 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 148 {
76 key_value *has_field; 149 key_value *has_field;
77 150
78 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
113 * 186 *
114 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
117 * 190 *
118 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
119 * 192 *
120 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
121 * check weight 194 * check weight
122 */ 195 */
123
124bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
125{ 197{
126 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
128 return 0; 204 return 0;
129 205
130 if (ob1->speed != ob2->speed) 206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 209 * used to store nrof).
136 */ 210 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 222
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 225
152 226 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 227 || 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) || 228 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 247 || 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)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 251 return 0;
184 252
185 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 254 * check all objects in the inventory.
187 */ 255 */
190 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 260 return 0;
193 261
194 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 264 return 0;
197 265
198 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 267 * if it is valid.
200 */ 268 */
209 277
210 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
212 * check? 280 * check?
213 */ 281 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 283 return 0;
216 284
217 switch (ob1->type) 285 switch (ob1->type)
218 { 286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
221 return 0; 289 return 0;
222 break; 290 break;
223 } 291 }
224 292
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 294 {
227 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
249/* 317/*
250 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
253 */ 321 */
254signed long 322long
255sum_weight (object *op) 323sum_weight (object *op)
256{ 324{
257 signed long sum; 325 long sum;
258 object *inv; 326 object *inv;
259 327
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 329 {
262 if (inv->inv) 330 if (inv->inv)
263 sum_weight (inv); 331 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 333 }
334
266 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
268 if (op->carrying != sum) 338 if (op->carrying != sum)
269 op->carrying = sum; 339 op->carrying = sum;
340
270 return sum; 341 return sum;
271} 342}
272 343
273/** 344/**
274 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
281 op = op->env; 352 op = op->env;
282 return op; 353 return op;
283} 354}
284 355
285/* 356/*
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. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 358 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
304 */ 360 */
305 361
306void 362char *
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) 363dump_object (object *op)
362{ 364{
363 if (op == NULL) 365 if (!op)
364 { 366 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 367
372void 368 object_freezer freezer;
373dump_all_objects (void) 369 save_object (freezer, op, 1);
374{ 370 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} 371}
383 372
384/* 373/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
406 */ 395 */
407 396
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for (object *op = object::first; op; op = op->next)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break; 402 return op;
403
416 return op; 404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
423 */ 411 */
424 412
425object * 413object *
426find_object_name (const char *str) 414find_object_name (const char *str)
427{ 415{
428 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
429 object *op; 417 object *op;
430 418
431 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
432 if (&op->name == name) 420 if (op->name == str_)
433 break; 421 break;
434 422
435 return op; 423 return op;
436} 424}
437 425
440{ 428{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 430}
443 431
444/* 432/*
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 433 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 434 * skill and experience objects.
485 */ 435 */
486void 436void
487set_owner (object *op, object *owner) 437object::set_owner (object *owner)
488{ 438{
489 if (owner == NULL || op == NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* 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 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
500 owner = owner->owner; 450 owner = owner->owner;
501 451
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; 452 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541} 453}
542 454
543/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 456 * refcounts and freeing the links.
545 */ 457 */
555 } 467 }
556 468
557 op->key_values = 0; 469 op->key_values = 0;
558} 470}
559 471
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 472/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 478 * will point at garbage.
632 */ 479 */
633
634void 480void
635copy_object (object *op2, object *op) 481object::copy_to (object *dst)
636{ 482{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 485
640 op2->clone (op); 486 *(object_copy *)dst = *this;
641 487
642 if (is_freed) 488 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
644 if (is_removed) 491 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
646 493
647 if (op2->speed < 0) 494 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 496
650 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
651 if (op2->key_values) 498 if (key_values)
652 { 499 {
653 key_value *tail = 0; 500 key_value *tail = 0;
654 key_value *i; 501 key_value *i;
655 502
656 op->key_values = 0; 503 dst->key_values = 0;
657 504
658 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
659 { 506 {
660 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
661 508
662 new_link->next = 0; 509 new_link->next = 0;
663 new_link->key = i->key; 510 new_link->key = i->key;
664 new_link->value = i->value; 511 new_link->value = i->value;
665 512
666 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
667 if (!op->key_values) 514 if (!dst->key_values)
668 { 515 {
669 op->key_values = new_link; 516 dst->key_values = new_link;
670 tail = new_link; 517 tail = new_link;
671 } 518 }
672 else 519 else
673 { 520 {
674 tail->next = new_link; 521 tail->next = new_link;
675 tail = new_link; 522 tail = new_link;
676 } 523 }
677 } 524 }
678 } 525 }
679 526
680 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
681} 536}
682 537
683/* 538/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
687 */ 542 */
688
689void 543void
690update_turn_face (object *op) 544update_turn_face (object *op)
691{ 545{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 547 return;
548
694 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
696} 551}
697 552
698/* 553/*
699 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
702 */ 557 */
703
704void 558void
705update_ob_speed (object *op) 559object::set_speed (float speed)
706{ 560{
707 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 562 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 564 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 565 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 566
732 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
733 * of the list. */ 568
734 op->active_next = active_objects; 569 if (has_active_speed ())
735 if (op->active_next != NULL) 570 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 571 else
740 { 572 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 573}
761 574
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 575/*
794 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 579 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
801 * 583 *
802 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 585 * current action are:
808 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
813 */ 591 */
814
815void 592void
816update_object (object *op, int action) 593update_object (object *op, int action)
817{ 594{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
820 596
821 if (op == NULL) 597 if (op == NULL)
822 { 598 {
823 /* this should never happen */ 599 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 601 return;
826 } 602 }
827 603
828 if (op->env != NULL) 604 if (op->env)
829 { 605 {
830 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
831 * to do in this case. 607 * to do in this case.
832 */ 608 */
833 return; 609 return;
838 */ 614 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 616 return;
841 617
842 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 620 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 622#ifdef MANY_CORES
847 abort (); 623 abort ();
848#endif 624#endif
849 return; 625 return;
850 } 626 }
851 627
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
859 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
860 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 645 * to have move_allow right now.
884 */ 646 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 649 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 650 }
891 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 653 * that is being removed.
894 */ 654 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 update_now = 1; 656 m.flags_ = 0;
897 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */; 658 /* Nothing to do for that case */ ;
899 else 659 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 661
902 if (update_now)
903 {
904 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905 update_position (op->map, op->x, op->y);
906 }
907
908 if (op->more != NULL) 662 if (op->more)
909 update_object (op->more, action); 663 update_object (op->more, action);
910} 664}
911 665
912static unordered_vector<object *> mortals; 666object *object::first;
913static std::vector<object *> freed;
914
915void object::free_mortals ()
916{
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925}
926 667
927object::object () 668object::object ()
928{ 669{
929 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
930 671
931 expmul = 1.0; 672 expmul = 1.0;
932 face = blank_face; 673 face = blank_face;
933 attacked_by_count = -1;
934} 674}
935 675
936object::~object () 676object::~object ()
937{ 677{
938 free_key_values (this); 678 free_key_values (this);
939} 679}
940 680
941void object::link () 681void object::link ()
942{ 682{
943 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
944 685
945 prev = 0; 686 prev = 0;
946 next = objects; 687 next = object::first;
947 688
948 if (objects) 689 if (object::first)
949 objects->prev = this; 690 object::first->prev = this;
950 691
951 objects = this; 692 object::first = this;
952} 693}
953 694
954void object::unlink () 695void object::unlink ()
955{ 696{
956 count = 0; 697 if (this == object::first)
698 object::first = next;
957 699
958 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
959 if (prev)
960 {
961 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
962 prev = 0; 704 prev = 0;
963 }
964
965 if (next)
966 {
967 next->prev = prev;
968 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
969 } 722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
970 726
971 if (this == objects) 727 if (active_next)
972 objects = next; 728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
973} 840}
974 841
975object *object::create () 842object *object::create ()
976{ 843{
977 object *op;
978
979 if (freed.empty ())
980 op = new object; 844 object *op = new object;
981 else
982 {
983 // highly annoying, but the only way to get it stable right now
984 op = freed.back (); freed.pop_back ();
985 op->~object ();
986 new ((void *)op) object;
987 }
988
989 op->link (); 845 op->link ();
990 return op; 846 return op;
991} 847}
992 848
993/* 849void
994 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
995 * it from the list of used objects, and puts it on the list of
996 * free objects. The IS_FREED() flag is set in the object.
997 * The object must have been removed by remove_ob() first for
998 * this function to succeed.
999 *
1000 * If free_inventory is set, free inventory as well. Else drop items in
1001 * inventory to the ground.
1002 */
1003void object::free (bool free_inventory)
1004{ 851{
1005 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 if (flag [FLAG_IS_LINKED])
1006 { 853 remove_button_link (this);
1007 LOG (llevDebug, "Free object called with non removed object\n");
1008 dump_object (this);
1009#ifdef MANY_CORES
1010 abort ();
1011#endif
1012 }
1013 854
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 855 if (flag [FLAG_FRIENDLY])
1015 {
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1017 remove_friendly_object (this); 856 remove_friendly_object (this);
1018 }
1019 857
1020 if (QUERY_FLAG (this, FLAG_FREED)) 858 if (!flag [FLAG_REMOVED])
1021 { 859 remove ();
1022 dump_object (this); 860
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 861 if (flag [FLAG_FREED])
1024 return; 862 return;
863
864 set_speed (0);
865
866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
1025 } 887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
1026 895
1027 if (more) 896 if (more)
1028 { 897 {
1029 more->free (free_inventory); 898 more->destroy ();
1030 more = 0; 899 more = 0;
1031 } 900 }
1032 901
1033 if (inv) 902 // clear those pointers that likely might have circular references to us
1034 { 903 owner = 0;
1035 /* Only if the space blocks everything do we not process - 904 enemy = 0;
1036 * if some form of movement is allowed, let objects 905 attacked_by = 0;
1037 * drop on that space.
1038 */
1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040 {
1041 object *
1042 op = inv;
1043 906
1044 while (op) 907 // only relevant for players(?), but make sure of it anyways
1045 { 908 contr = 0;
1046 object * 909}
1047 tmp = op->below;
1048 910
1049 remove_ob (op); 911void
1050 op->free (free_inventory); 912object::destroy (bool destroy_inventory)
1051 op = tmp; 913{
1052 } 914 if (destroyed ())
1053 } 915 return;
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058 916
1059 while (op) 917 if (destroy_inventory)
1060 { 918 destroy_inv (false);
1061 object *
1062 tmp = op->below;
1063 919
1064 remove_ob (op); 920 attachable::destroy ();
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1079 }
1080
1081 clear_owner (this);
1082
1083 /* Remove object from the active list */
1084 speed = 0;
1085 update_ob_speed (this);
1086
1087 unlink ();
1088
1089 SET_FLAG (this, FLAG_FREED);
1090
1091 mortals.push_back (this);
1092} 921}
1093 922
1094/* 923/*
1095 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1097 */ 926 */
1098
1099void 927void
1100sub_weight (object *op, signed long weight) 928sub_weight (object *op, signed long weight)
1101{ 929{
1102 while (op != NULL) 930 while (op != NULL)
1103 { 931 {
1104 if (op->type == CONTAINER) 932 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 } 934
1108 op->carrying -= weight; 935 op->carrying -= weight;
1109 op = op->env; 936 op = op->env;
1110 } 937 }
1111} 938}
1112 939
1113/* remove_ob(op): 940/* op->remove ():
1114 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1115 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1118 * the previous environment. 945 * the previous environment.
1119 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1120 */ 947 */
1121
1122void 948void
1123remove_ob (object *op) 949object::remove ()
1124{ 950{
1125 object *tmp, *last = NULL; 951 object *tmp, *last = 0;
1126 object *otmp; 952 object *otmp;
1127 953
1128 tag_t tag;
1129 int check_walk_off;
1130 mapstruct *m;
1131
1132 sint16 x, y;
1133
1134 if (QUERY_FLAG (op, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1135 { 955 return;
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138 956
1139 /* Changed it to always dump core in this case. As has been learned
1140 * in the past, trying to recover from errors almost always
1141 * make things worse, and this is a real error here - something
1142 * that should not happen.
1143 * Yes, if this was a mission critical app, trying to do something
1144 * to recover may make sense, but that is because failure of the app
1145 * may have other disastrous problems. Cf runs out of a script
1146 * so is easily enough restarted without any real problems.
1147 * MSW 2001-07-01
1148 */
1149 abort ();
1150 }
1151
1152 if (op->more != NULL)
1153 remove_ob (op->more);
1154
1155 SET_FLAG (op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
959
960 if (more)
961 more->remove ();
1156 962
1157 /* 963 /*
1158 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1159 * inventory. 965 * inventory.
1160 */ 966 */
1161 if (op->env != NULL) 967 if (env)
1162 { 968 {
1163 if (op->nrof) 969 if (nrof)
1164 sub_weight (op->env, op->weight * op->nrof); 970 sub_weight (env, weight * nrof);
1165 else 971 else
1166 sub_weight (op->env, op->weight + op->carrying); 972 sub_weight (env, weight + carrying);
1167 973
1168 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1169 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1170 * to save cpu time. 976 * to save cpu time.
1171 */ 977 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173 fix_player (otmp); 979 otmp->update_stats ();
1174 980
1175 if (op->above != NULL) 981 if (above)
1176 op->above->below = op->below; 982 above->below = below;
1177 else 983 else
1178 op->env->inv = op->below; 984 env->inv = below;
1179 985
1180 if (op->below != NULL) 986 if (below)
1181 op->below->above = op->above; 987 below->above = above;
1182 988
1183 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1186 */ 992 */
1187 op->x = op->env->x, op->y = op->env->y; 993 x = env->x, y = env->y;
1188 op->map = op->env->map; 994 map = env->map;
1189 op->above = NULL, op->below = NULL; 995 above = 0, below = 0;
1190 op->env = NULL; 996 env = 0;
1191 return;
1192 }
1193
1194 /* If we get here, we are removing it from a map */
1195 if (op->map == NULL)
1196 return;
1197
1198 x = op->x;
1199 y = op->y;
1200 m = get_map_from_coord (op->map, &x, &y);
1201
1202 if (!m)
1203 { 997 }
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 998 else if (map)
1205 op->map->path, op->x, op->y);
1206 /* in old days, we used to set x and y to 0 and continue.
1207 * it seems if we get into this case, something is probablye
1208 * screwed up and should be fixed.
1209 */
1210 abort ();
1211 } 999 {
1212 if (op->map != m) 1000 if (type == PLAYER)
1213 { 1001 {
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1002 --map->players;
1215 op->map->path, m->path, op->x, op->y, x, y); 1003 map->touch ();
1216 } 1004 }
1217 1005
1218 /* Re did the following section of code - it looks like it had 1006 map->dirty = true;
1219 * lots of logic for things we no longer care about
1220 */
1221 1007
1222 /* link the object above us */ 1008 /* link the object above us */
1223 if (op->above) 1009 if (above)
1224 op->above->below = op->below; 1010 above->below = below;
1225 else 1011 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1227 1013
1228 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1229 if (op->below) 1015 if (below)
1230 op->below->above = op->above; 1016 below->above = above;
1231 else 1017 else
1232 { 1018 {
1233 /* Nothing below, which means we need to relink map object for this space 1019 /* Nothing below, which means we need to relink map object for this space
1234 * use translated coordinates in case some oddness with map tiling is 1020 * use translated coordinates in case some oddness with map tiling is
1235 * evident 1021 * evident
1236 */
1237 if (GET_MAP_OB (m, x, y) != op)
1238 {
1239 dump_object (op);
1240 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",
1241 errmsg);
1242 dump_object (GET_MAP_OB (m, x, y));
1243 LOG (llevError, "%s\n", errmsg);
1244 }
1245
1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1247 }
1248
1249 op->above = NULL;
1250 op->below = NULL;
1251
1252 if (op->map->in_memory == MAP_SAVING)
1253 return;
1254
1255 tag = op->count;
1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257
1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259 {
1260 /* No point updating the players look faces if he is the object
1261 * being removed.
1262 */
1263
1264 if (tmp->type == PLAYER && tmp != op)
1265 {
1266 /* If a container that the player is currently using somehow gets
1267 * removed (most likely destroyed), update the player view
1268 * appropriately.
1269 */ 1022 */
1270 if (tmp->container == op) 1023 if (GET_MAP_OB (map, x, y) != this)
1271 { 1024 {
1272 CLEAR_FLAG (op, FLAG_APPLIED); 1025 char *dump = dump_object (this);
1273 tmp->container = NULL; 1026 LOG (llevError,
1027 "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);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1274 } 1032 }
1275 1033
1276 tmp->contr->socket.update_look = 1; 1034 map->at (x, y).bot = above; /* goes on above it. */
1277 }
1278 /* See if player moving off should effect something */
1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1280 { 1035 }
1281 move_apply (tmp, op, NULL);
1282 1036
1283 if (was_destroyed (op, tag)) 1037 above = 0;
1038 below = 0;
1039
1040 if (map->in_memory == MAP_SAVING)
1041 return;
1042
1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1044
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 {
1047 /* No point updating the players look faces if he is the object
1048 * being removed.
1049 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1284 { 1052 {
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1286 } 1065 }
1066
1067 /* See if object moving off should effect something */
1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 {
1072 move_apply (tmp, this, 0);
1073
1074 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1287 } 1076 }
1288 1077
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1291 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1292 tmp->above = NULL; 1081 tmp->above = 0;
1293 1082
1294 last = tmp; 1083 last = tmp;
1295 } 1084 }
1296 1085
1297 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1298 if (last == NULL) 1087 //TODO: this makes little sense, why only update the topmost object?
1299 { 1088 if (!last)
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1089 map->at (x, y).flags_ = 0;
1301 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302 * those out anyways, and if there are any flags set right now, they won't
1303 * be correct anyways.
1304 */
1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306 update_position (op->map, op->x, op->y);
1307 }
1308 else 1090 else
1309 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1310 1092
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1312 update_all_los (op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1095 }
1313} 1096}
1314 1097
1315/* 1098/*
1316 * merge_ob(op,top): 1099 * merge_ob(op,top):
1317 * 1100 *
1318 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object. 1102 * merges op to the first matching object.
1320 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */ 1105 */
1323
1324object * 1106object *
1325merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1326{ 1108{
1327 if (!op->nrof) 1109 if (!op->nrof)
1328 return 0; 1110 return 0;
1329 if (top == NULL) 1111
1112 if (top)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1331 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1332 { 1117 {
1333 if (top == op) 1118 if (top == op)
1334 continue; 1119 continue;
1335 if (CAN_MERGE (op, top)) 1120
1121 if (object::can_merge (op, top))
1336 { 1122 {
1337 top->nrof += op->nrof; 1123 top->nrof += op->nrof;
1338 1124
1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1340 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1341 remove_ob (op); 1127 op->destroy ();
1342 free_object (op);
1343 return top; 1128 return top;
1344 } 1129 }
1345 } 1130 }
1131
1346 return NULL; 1132 return 0;
1347} 1133}
1348 1134
1349/* 1135/*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1351 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1352 */ 1138 */
1353object * 1139object *
1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1355{ 1141{
1356 object *
1357 tmp;
1358
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1362 { 1143 {
1363 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1364 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1365 } 1146 }
1147
1366 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1367} 1149}
1368 1150
1369/* 1151/*
1370 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1384 * Return value: 1166 * Return value:
1385 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1387 * just 'op' otherwise 1169 * just 'op' otherwise
1388 */ 1170 */
1389
1390object * 1171object *
1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1392{ 1173{
1393 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1394 sint16 x, y; 1175 sint16 x, y;
1395 1176
1396 if (QUERY_FLAG (op, FLAG_FREED)) 1177 if (QUERY_FLAG (op, FLAG_FREED))
1397 { 1178 {
1398 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1399 return NULL; 1180 return NULL;
1400 } 1181 }
1401 1182
1402 if (m == NULL) 1183 if (!m)
1403 { 1184 {
1404 dump_object (op); 1185 char *dump = dump_object (op);
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1406 return op; 1188 return op;
1407 } 1189 }
1408 1190
1409 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1410 { 1192 {
1411 dump_object (op); 1193 char *dump = dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1413#ifdef MANY_CORES 1195#ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1415 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted. 1198 * improperly inserted.
1417 */ 1199 */
1418 abort (); 1200 abort ();
1419#endif 1201#endif
1202 free (dump);
1420 return op; 1203 return op;
1421 } 1204 }
1422 1205
1423 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 { 1207 {
1425 dump_object (op); 1208 char *dump = dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1427 return op; 1211 return op;
1428 } 1212 }
1429 1213
1430 if (op->more != NULL) 1214 if (op->more)
1431 { 1215 {
1432 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1433 1217
1434 object *more = op->more; 1218 object *more = op->more;
1435 1219
1436 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1437 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1438 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1440 */ 1224 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map) 1227 else if (!more->map)
1444 { 1228 {
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 { 1236 {
1453 if (!op->head) 1237 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455 1239
1456 return NULL; 1240 return 0;
1457 } 1241 }
1458 } 1242 }
1459 1243
1460 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1461 1245
1468 y = op->y; 1252 y = op->y;
1469 1253
1470 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1471 */ 1255 */
1472 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp)) 1258 if (object::can_merge (op, tmp))
1475 { 1259 {
1476 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1477 remove_ob (tmp); 1261 tmp->destroy ();
1478 free_object (tmp);
1479 } 1262 }
1480 1263
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483 1266
1496 op->below = originator->below; 1279 op->below = originator->below;
1497 1280
1498 if (op->below) 1281 if (op->below)
1499 op->below->above = op; 1282 op->below->above = op;
1500 else 1283 else
1501 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1502 1285
1503 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1504 originator->below = op; 1287 originator->below = op;
1505 } 1288 }
1506 else 1289 else
1507 { 1290 {
1508 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1510 { 1293 {
1511 object *last = NULL; 1294 object *last = 0;
1512 1295
1513 /* 1296 /*
1514 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1520 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1521 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1522 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1524 */ 1307 */
1525
1526 while (top != NULL) 1308 while (top)
1527 { 1309 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1529 floor = top; 1311 floor = top;
1530 1312
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1552 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd. 1336 * stacking is a bit odd.
1555 */ 1337 */
1556 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1558 { 1340 {
1559 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break; 1343 break;
1562 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1584 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1585 1367
1586 if (op->above) 1368 if (op->above)
1587 op->above->below = op; 1369 op->above->below = op;
1588 1370
1589 op->below = NULL; 1371 op->below = 0;
1590 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1591 } 1373 }
1592 else 1374 else
1593 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1594 op->above = top->above; 1376 op->above = top->above;
1595 1377
1598 1380
1599 op->below = top; 1381 op->below = top;
1600 top->above = op; 1382 top->above = op;
1601 } 1383 }
1602 1384
1603 if (op->above == NULL) 1385 if (!op->above)
1604 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1605 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1606 1388
1607 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1608 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1609 1397
1610 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1611 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1612 */ 1400 */
1613 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1615 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1616 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1617 1405
1618 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1620 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1621 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1625 * of effect may be sufficient. 1413 * of effect may be sufficient.
1626 */ 1414 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1628 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1629 1417
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1632 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1633 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1634 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1635 * 1425 *
1636 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object(). 1429 * update_object().
1641 1431
1642 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1643 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1644 { 1434 {
1645 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1646 return NULL; 1436 return 0;
1647 1437
1648 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1649 * walk on's. 1439 * walk on's.
1650 */ 1440 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1652 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1653 return NULL; 1443 return 0;
1654 } 1444 }
1655 1445
1656 return op; 1446 return op;
1657} 1447}
1658 1448
1659/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1660 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1661 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1662 */ 1452 */
1663void 1453void
1664replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1665{ 1455{
1666 object *tmp;
1667 object *tmp1; 1456 object *tmp, *tmp1;
1668 1457
1669 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1670 1459
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1674 { 1462 tmp->destroy ();
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679 1463
1680 tmp1 = arch_to_object (find_archetype (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1681 1465
1682 tmp1->x = op->x; 1466 tmp1->x = op->x;
1683 tmp1->y = op->y; 1467 tmp1->y = op->y;
1684 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1685} 1475}
1686 1476
1687/* 1477/*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array. 1482 * global static errmsg array.
1693 */ 1483 */
1694
1695object * 1484object *
1696get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1697{ 1486{
1698 object * 1487 object *newob;
1699 newob;
1700 int
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1702 1489
1703 if (orig_ob->nrof < nr) 1490 if (orig_ob->nrof < nr)
1704 { 1491 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL; 1493 return NULL;
1707 } 1494 }
1495
1708 newob = object_create_clone (orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1709 if ((orig_ob->nrof -= nr) < 1) 1498 if ((orig_ob->nrof -= nr) < 1)
1710 { 1499 orig_ob->destroy (1);
1711 if (!is_removed)
1712 remove_ob (orig_ob);
1713 free_object2 (orig_ob, 1);
1714 }
1715 else if (!is_removed) 1500 else if (!is_removed)
1716 { 1501 {
1717 if (orig_ob->env != NULL) 1502 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1721 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL; 1508 return NULL;
1724 } 1509 }
1725 } 1510 }
1511
1726 newob->nrof = nr; 1512 newob->nrof = nr;
1727 1513
1728 return newob; 1514 return newob;
1729} 1515}
1730 1516
1737 */ 1523 */
1738 1524
1739object * 1525object *
1740decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1741{ 1527{
1742 object * 1528 object *tmp;
1743 tmp;
1744 player *
1745 pl;
1746 1529
1747 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1748 return op; 1531 return op;
1749 1532
1750 if (i > op->nrof) 1533 if (i > op->nrof)
1751 i = op->nrof; 1534 i = op->nrof;
1752 1535
1753 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i; 1537 op->nrof -= i;
1756 }
1757 else if (op->env != NULL) 1538 else if (op->env)
1758 { 1539 {
1759 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1760 * therein? 1541 * therein?
1761 */ 1542 */
1762 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1763 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player. 1548 * and then searching the map for a player.
1768 */ 1549 */
1769 if (!tmp) 1550 if (!tmp)
1770 { 1551 for_all_players (pl)
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1773 break; 1555 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 } 1556 }
1779 1557
1780 if (i < op->nrof) 1558 if (i < op->nrof)
1781 { 1559 {
1782 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i; 1561 op->nrof -= i;
1784 if (tmp) 1562 if (tmp)
1785 {
1786 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1787 }
1788 } 1564 }
1789 else 1565 else
1790 { 1566 {
1791 remove_ob (op); 1567 op->remove ();
1792 op->nrof = 0; 1568 op->nrof = 0;
1793 if (tmp) 1569 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1796 }
1797 } 1571 }
1798 } 1572 }
1799 else 1573 else
1800 { 1574 {
1801 object *
1802 above = op->above; 1575 object *above = op->above;
1803 1576
1804 if (i < op->nrof) 1577 if (i < op->nrof)
1805 {
1806 op->nrof -= i; 1578 op->nrof -= i;
1807 }
1808 else 1579 else
1809 { 1580 {
1810 remove_ob (op); 1581 op->remove ();
1811 op->nrof = 0; 1582 op->nrof = 0;
1812 } 1583 }
1584
1813 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1815 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1816 { 1588 {
1817 if (op->nrof) 1589 if (op->nrof)
1818 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1819 else 1591 else
1820 esrv_del_item (tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1821 } 1593 }
1822 } 1594 }
1823 1595
1824 if (op->nrof) 1596 if (op->nrof)
1825 {
1826 return op; 1597 return op;
1827 }
1828 else 1598 else
1829 { 1599 {
1830 free_object (op); 1600 op->destroy ();
1831 return NULL; 1601 return 0;
1832 } 1602 }
1833} 1603}
1834 1604
1835/* 1605/*
1836 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1841add_weight (object *op, signed long weight) 1611add_weight (object *op, signed long weight)
1842{ 1612{
1843 while (op != NULL) 1613 while (op != NULL)
1844 { 1614 {
1845 if (op->type == CONTAINER) 1615 if (op->type == CONTAINER)
1846 {
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 } 1617
1849 op->carrying += weight; 1618 op->carrying += weight;
1850 op = op->env; 1619 op = op->env;
1851 } 1620 }
1852} 1621}
1853 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1854/* 1643/*
1855 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1856 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1857 * inside the object environment. 1646 * inside the object environment.
1858 * 1647 *
1859 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860 * the inventory at the last position or next to other objects of the same
1861 * type.
1862 * Frank: Now sorted by type, archetype and magic!
1863 *
1864 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1866 */ 1650 */
1867 1651
1868object * 1652object *
1869insert_ob_in_ob (object *op, object *where) 1653object::insert (object *op)
1870{ 1654{
1871 object * 1655 object *tmp, *otmp;
1872 tmp, *
1873 otmp;
1874 1656
1875 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 { 1658 op->remove ();
1877 dump_object (op); 1659
1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879 return op;
1880 }
1881 if (where == NULL)
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where->head)
1888 {
1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890 where = where->head;
1891 }
1892 if (op->more) 1660 if (op->more)
1893 { 1661 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op; 1663 return op;
1896 } 1664 }
1665
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1898 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1899 if (op->nrof) 1668 if (op->nrof)
1900 { 1669 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op)) 1671 if (object::can_merge (tmp, op))
1903 { 1672 {
1904 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1905 (client needs the original object) */ 1674 (client needs the original object) */
1906 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1908 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1909 */ 1678 */
1910 add_weight (where, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1911 SET_FLAG (op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1912 free_object (op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1913 op = tmp; 1682 op = tmp;
1914 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1915 CLEAR_FLAG (op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break; 1685 break;
1917 } 1686 }
1918 1687
1919 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1920 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1922 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1923 * the linking below 1692 * the linking below
1924 */ 1693 */
1925 add_weight (where, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1926 } 1695 }
1927 else 1696 else
1928 add_weight (where, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1929 1698
1930 otmp = is_player_inv (where); 1699 otmp = this->in_player ();
1931 if (otmp && otmp->contr != NULL) 1700 if (otmp && otmp->contr)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp); 1702 otmp->update_stats ();
1935 }
1936 1703
1937 op->map = NULL; 1704 op->map = 0;
1938 op->env = where; 1705 op->env = this;
1939 op->above = NULL; 1706 op->above = 0;
1940 op->below = NULL; 1707 op->below = 0;
1941 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1942 1709
1943 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map) 1711 if ((op->glow_radius != 0) && map)
1945 { 1712 {
1946#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map)) 1716 if (map->darkness)
1950 update_all_los (where->map, where->x, where->y); 1717 update_all_los (map, x, y);
1951 } 1718 }
1952 1719
1953 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1954 * It sure simplifies this function... 1721 * It sure simplifies this function...
1955 */ 1722 */
1956 if (where->inv == NULL) 1723 if (!inv)
1957 where->inv = op; 1724 inv = op;
1958 else 1725 else
1959 { 1726 {
1960 op->below = where->inv; 1727 op->below = inv;
1961 op->below->above = op; 1728 op->below->above = op;
1962 where->inv = op; 1729 inv = op;
1963 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1964 return op; 1734 return op;
1965} 1735}
1966 1736
1967/* 1737/*
1968 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1982 * 1752 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1984 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top. 1755 * on top.
1986 */ 1756 */
1987
1988int 1757int
1989check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1990{ 1759{
1991 object *tmp; 1760 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map; 1761 maptile *m = op->map;
1994 int x = op->x, y = op->y; 1762 int x = op->x, y = op->y;
1995 1763
1996 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
1997 1765
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999 return 0; 1767 return 0;
2000
2001 tag = op->count;
2002 1768
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006 1772
2022 1788
2023 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
2025 */ 1791 */
2026 1792
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2028 { 1794 {
2029 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them. 1797 * we don't need to check all of them.
2032 */ 1798 */
2049 { 1815 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 { 1818 {
2053 1819
1820 float
2054 float diff = tmp->move_slow_penalty * FABS (op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
2055 1822
2056 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0; 1826 diff /= 4.0;
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 { 1835 {
2069 move_apply (tmp, op, originator); 1836 move_apply (tmp, op, originator);
2070 1837
2071 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
2072 return 1; 1839 return 1;
2073 1840
2074 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
2086/* 1853/*
2087 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2090 */ 1857 */
2091
2092object * 1858object *
2093present_arch (const archetype *at, mapstruct *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
2094{ 1860{
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
2099 { 1862 {
2100 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL; 1864 return NULL;
2102 } 1865 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2104 if (tmp->arch == at) 1868 if (tmp->arch == at)
2105 return tmp; 1869 return tmp;
1870
2106 return NULL; 1871 return NULL;
2107} 1872}
2108 1873
2109/* 1874/*
2110 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2113 */ 1878 */
2114
2115object * 1879object *
2116present (unsigned char type, mapstruct *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
2117{ 1881{
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
2122 { 1883 {
2123 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2124 return NULL; 1885 return NULL;
2125 } 1886 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2127 if (tmp->type == type) 1889 if (tmp->type == type)
2128 return tmp; 1890 return tmp;
1891
2129 return NULL; 1892 return NULL;
2130} 1893}
2131 1894
2132/* 1895/*
2133 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2136 */ 1899 */
2137
2138object * 1900object *
2139present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
2140{ 1902{
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type) 1904 if (tmp->type == type)
2146 return tmp; 1905 return tmp;
1906
2147 return NULL; 1907 return NULL;
2148} 1908}
2149 1909
2150/* 1910/*
2151 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2159 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2160 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2161 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2162 * to be unique. 1922 * to be unique.
2163 */ 1923 */
2164
2165object * 1924object *
2166present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2167{ 1926{
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp; 1929 return tmp;
2175 } 1930
2176 return NULL; 1931 return 0;
2177} 1932}
2178 1933
2179/* 1934/*
2180 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2183 */ 1938 */
2184
2185object * 1939object *
2186present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2187{ 1941{
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 if (tmp->arch == at) 1943 if (tmp->arch == at)
2193 return tmp; 1944 return tmp;
1945
2194 return NULL; 1946 return NULL;
2195} 1947}
2196 1948
2197/* 1949/*
2198 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2199 */ 1951 */
2200void 1952void
2201flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2202{ 1954{
2203 object *
2204 tmp;
2205
2206 if (op->inv) 1955 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208 { 1957 {
2209 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2210 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2211 } 1960 }
2212} /* 1961}
1962
1963/*
2213 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2214 */ 1965 */
2215void 1966void
2216unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2217{ 1968{
2218 object *
2219 tmp;
2220
2221 if (op->inv) 1969 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223 { 1971 {
2224 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2225 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2226 } 1974 }
2227} 1975}
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2233 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2234 */ 1982 */
2235
2236void 1983void
2237set_cheat (object *op) 1984set_cheat (object *op)
2238{ 1985{
2239 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2259 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2260 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2261 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc. 2009 * customized, changed states, etc.
2263 */ 2010 */
2264
2265int 2011int
2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2267{ 2013{
2268 int
2269 i,
2270 index = 0, flag; 2014 int index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2273 2016
2274 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2275 { 2018 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2277 if (!flag) 2020 if (!flag)
2278 altern[index++] = i; 2021 altern [index++] = i;
2279 2022
2280 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2281 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2282 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2283 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2284 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2287 */ 2030 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2289 stop = maxfree[i]; 2032 stop = maxfree[i];
2290 } 2033 }
2034
2291 if (!index) 2035 if (!index)
2292 return -1; 2036 return -1;
2037
2293 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2294} 2039}
2295 2040
2296/* 2041/*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2298 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2300 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */ 2046 */
2302
2303int 2047int
2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2305{ 2049{
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2312 return i; 2052 return i;
2313 } 2053
2314 return -1; 2054 return -1;
2315} 2055}
2316 2056
2317/* 2057/*
2318 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2320 */ 2061 */
2321static void 2062static void
2322permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2323{ 2064{
2324 int 2065 arr += begin;
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin; 2066 end -= begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334 2067
2335 tmp = arr[i]; 2068 while (--end)
2336 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2337 arr[j] = tmp;
2338 }
2339} 2070}
2340 2071
2341/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2343 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2346 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2347 */ 2078 */
2348void 2079void
2349get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2350{ 2081{
2351 int 2082 int i;
2352 i;
2353 2083
2354 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i; 2085 search_arr[i] = i;
2357 }
2358 2086
2359 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362} 2090}
2371 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2372 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2373 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2374 * there is capable of. 2102 * there is capable of.
2375 */ 2103 */
2376
2377int 2104int
2378find_dir (mapstruct *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2379{ 2106{
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2383 sint16 2108
2384 nx, 2109 sint16 nx, ny;
2385 ny;
2386 object * 2110 object *tmp;
2387 tmp; 2111 maptile *mp;
2388 mapstruct * 2112
2389 mp; 2113 MoveType blocked, move_type;
2390 MoveType
2391 blocked,
2392 move_type;
2393 2114
2394 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2395 { 2116 {
2396 exclude = exclude->head; 2117 exclude = exclude->head;
2397 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2407 mp = m; 2128 mp = m;
2408 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2409 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2410 2131
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2412 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i]; 2135 max = maxfree[i];
2415 }
2416 else 2136 else
2417 { 2137 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2419 2141
2420 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2421 {
2422 max = maxfree[i]; 2143 max = maxfree[i];
2423 }
2424 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2425 { 2145 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2427 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429 {
2430 break; 2149 break;
2431 } 2150
2432 }
2433 if (tmp) 2151 if (tmp)
2434 {
2435 return freedir[i]; 2152 return freedir[i];
2436 }
2437 } 2153 }
2438 } 2154 }
2439 } 2155 }
2156
2440 return 0; 2157 return 0;
2441} 2158}
2442 2159
2443/* 2160/*
2444 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects. 2162 * distance between the two given objects.
2446 */ 2163 */
2447
2448int 2164int
2449distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2450{ 2166{
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456} 2168}
2457 2169
2458/* 2170/*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2460 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2461 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2462 */ 2174 */
2463
2464int 2175int
2465find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2466{ 2177{
2467 int 2178 int q;
2468 q;
2469 2179
2470 if (y) 2180 if (y)
2471 q = x * 100 / y; 2181 q = x * 100 / y;
2472 else if (x) 2182 else if (x)
2473 q = -300 * x; 2183 q = -300 * x;
2508int 2218int
2509absdir (int d) 2219absdir (int d)
2510{ 2220{
2511 while (d < 1) 2221 while (d < 1)
2512 d += 8; 2222 d += 8;
2223
2513 while (d > 8) 2224 while (d > 8)
2514 d -= 8; 2225 d -= 8;
2226
2515 return d; 2227 return d;
2516} 2228}
2517 2229
2518/* 2230/*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2521 */ 2233 */
2522 2234
2523int 2235int
2524dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2525{ 2237{
2526 int 2238 int d;
2527 d;
2528 2239
2529 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2530 if (d > 4) 2241 if (d > 4)
2531 d = 8 - d; 2242 d = 8 - d;
2243
2532 return d; 2244 return d;
2533} 2245}
2534 2246
2535/* peterm: 2247/* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2539 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2540 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2541 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2542 * functions. 2254 * functions.
2543 */ 2255 */
2544
2545int
2546 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2599 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it 2311 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2603 */ 2313 */
2604
2605
2606int 2314int
2607can_see_monsterP (mapstruct *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2608{ 2316{
2609 sint16 2317 sint16 dx, dy;
2610 dx,
2611 dy;
2612 int
2613 mflags; 2318 int mflags;
2614 2319
2615 if (dir < 0) 2320 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2617 2322
2618 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2631 return 0; 2336 return 0;
2632 2337
2633 /* yes, can see. */ 2338 /* yes, can see. */
2634 if (dir < 9) 2339 if (dir < 9)
2635 return 1; 2340 return 1;
2341
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638} 2345}
2639
2640
2641 2346
2642/* 2347/*
2643 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2644 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2658 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2659} 2364}
2660 2365
2661
2662/* 2366/*
2663 * create clone from object to another 2367 * create clone from object to another
2664 */ 2368 */
2665object * 2369object *
2666object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2667{ 2371{
2668 object *
2669 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2670 2373
2671 if (!asrc) 2374 if (!asrc)
2672 return NULL; 2375 return 0;
2376
2673 src = asrc; 2377 src = asrc;
2674 if (src->head) 2378 if (src->head)
2675 src = src->head; 2379 src = src->head;
2676 2380
2677 prev = NULL; 2381 prev = 0;
2678 for (part = src; part; part = part->more) 2382 for (part = src; part; part = part->more)
2679 { 2383 {
2680 tmp = get_object (); 2384 tmp = part->clone ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x; 2385 tmp->x -= src->x;
2683 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2684 if (!part->head) 2388 if (!part->head)
2685 { 2389 {
2686 dst = tmp; 2390 dst = tmp;
2687 tmp->head = NULL; 2391 tmp->head = 0;
2688 } 2392 }
2689 else 2393 else
2690 {
2691 tmp->head = dst; 2394 tmp->head = dst;
2692 } 2395
2693 tmp->more = NULL; 2396 tmp->more = 0;
2397
2694 if (prev) 2398 if (prev)
2695 prev->more = tmp; 2399 prev->more = tmp;
2400
2696 prev = tmp; 2401 prev = tmp;
2697 } 2402 }
2698 2403
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below) 2404 for (item = src->inv; item; item = item->below)
2701 {
2702 (void) insert_ob_in_ob (object_create_clone (item), dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704 2406
2705 return dst; 2407 return dst;
2706} 2408}
2707 2409
2708/* return true if the object was destroyed, 0 otherwise */
2709int
2710was_destroyed (const object *op, tag_t old_tag)
2711{
2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713 * robust */
2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715}
2716
2717/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2718
2719/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2720
2721/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2723/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2724
2725/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2726
2727/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2728
2729object * 2416object *
2730load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2731{ 2418{
2732 object * 2419 object *op;
2733 op;
2734 char
2735 filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2736 2421
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738 2423
2739 FILE *
2740 tempfile = fopen (filename, "w"); 2424 FILE *tempfile = fopen (filename, "w");
2741 2425
2742 if (tempfile == NULL) 2426 if (tempfile == NULL)
2743 { 2427 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL; 2429 return NULL;
2746 }; 2430 }
2431
2747 fprintf (tempfile, obstr); 2432 fprintf (tempfile, obstr);
2748 fclose (tempfile); 2433 fclose (tempfile);
2749 2434
2750 op = get_object (); 2435 op = object::create ();
2751 2436
2752 object_thawer 2437 object_thawer thawer (filename);
2753 thawer (filename);
2754 2438
2755 if (thawer) 2439 if (thawer)
2756 load_object (thawer, op, 0); 2440 load_object (thawer, op, 0);
2757 2441
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2766 * returns NULL if no match. 2450 * returns NULL if no match.
2767 */ 2451 */
2768object * 2452object *
2769find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2770{ 2454{
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp; 2457 return tmp;
2777 2458
2778 return NULL; 2459 return 0;
2779} 2460}
2780 2461
2781/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2782 * otherwise return NULL. 2463 * otherwise return NULL.
2783 * 2464 *
2785 * do the desired thing. 2466 * do the desired thing.
2786 */ 2467 */
2787key_value * 2468key_value *
2788get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2789{ 2470{
2790 key_value *
2791 link;
2792
2793 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2794 {
2795 if (link->key == key) 2472 if (link->key == key)
2796 {
2797 return link; 2473 return link;
2798 }
2799 }
2800 2474
2801 return NULL; 2475 return 0;
2802} 2476}
2803 2477
2804/* 2478/*
2805 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2806 * 2480 *
2809 * The returned string is shared. 2483 * The returned string is shared.
2810 */ 2484 */
2811const char * 2485const char *
2812get_ob_key_value (const object *op, const char *const key) 2486get_ob_key_value (const object *op, const char *const key)
2813{ 2487{
2814 key_value * 2488 key_value *link;
2815 link; 2489 shstr_cmp canonical_key (key);
2816 const char *
2817 canonical_key;
2818 2490
2819 canonical_key = shstr::find (key);
2820
2821 if (canonical_key == NULL) 2491 if (!canonical_key)
2822 { 2492 {
2823 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2824 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2825 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2826 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2827 */ 2497 */
2828 return NULL; 2498 return 0;
2829 } 2499 }
2830 2500
2831 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2832 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2833 */ 2503 */
2834 for (link = op->key_values; link != NULL; link = link->next) 2504 for (link = op->key_values; link; link = link->next)
2835 {
2836 if (link->key == canonical_key) 2505 if (link->key == canonical_key)
2837 {
2838 return link->value; 2506 return link->value;
2839 } 2507
2840 }
2841 return NULL; 2508 return 0;
2842} 2509}
2843 2510
2844 2511
2845/* 2512/*
2846 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2853 * Returns TRUE on success. 2520 * Returns TRUE on success.
2854 */ 2521 */
2855int 2522int
2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{ 2524{
2858 key_value *
2859 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2860 2526
2861 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2862 { 2528 {
2863 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2864 { 2530 {
2882 if (last) 2548 if (last)
2883 last->next = field->next; 2549 last->next = field->next;
2884 else 2550 else
2885 op->key_values = field->next; 2551 op->key_values = field->next;
2886 2552
2887 delete
2888 field; 2553 delete field;
2889 } 2554 }
2890 } 2555 }
2891 return TRUE; 2556 return TRUE;
2892 } 2557 }
2893 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2894 2559
2895 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2896 2561
2897 if (!add_key) 2562 if (!add_key)
2898 {
2899 return FALSE; 2563 return FALSE;
2900 } 2564
2901 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2902 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2903 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2904 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2905 * should pass in "" 2569 * should pass in ""
2928 * Returns TRUE on success. 2592 * Returns TRUE on success.
2929 */ 2593 */
2930int 2594int
2931set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932{ 2596{
2933 shstr
2934 key_ (key); 2597 shstr key_ (key);
2935 2598
2936 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2937} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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