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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.111 by root, Mon Jan 8 01:19:02 2007 UTC

1
2/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
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 */ 42objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
47 44
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, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 54int 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, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 57};
61 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 137static int
64compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
65{ 139{
66 key_value *wants_field; 140 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
71 */ 145 */
72 146
73 /* For each field in wants, */ 147 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 149 {
76 key_value *has_field; 150 key_value *has_field;
77 151
78 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
113 * 187 *
114 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
117 * 191 *
118 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
119 * 193 *
120 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
121 * check weight 195 * check weight
122 */ 196 */
123
124bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
125{ 198{
126 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
128 return 0; 205 return 0;
129 206
130 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 210 * used to store nrof).
136 */ 211 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 223
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 226
152 227 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 228 || 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) || 229 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 252 return 0;
184 253
185 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 255 * check all objects in the inventory.
187 */ 256 */
190 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 261 return 0;
193 262
194 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 265 return 0;
197 266
198 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 268 * if it is valid.
200 */ 269 */
209 278
210 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
212 * check? 281 * check?
213 */ 282 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 284 return 0;
216 285
217 switch (ob1->type) 286 switch (ob1->type)
218 { 287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
221 return 0; 290 return 0;
222 break; 291 break;
223 } 292 }
224 293
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 295 {
227 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
249/* 318/*
250 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
253 */ 322 */
254signed long 323long
255sum_weight (object *op) 324sum_weight (object *op)
256{ 325{
257 signed long sum; 326 long sum;
258 object *inv; 327 object *inv;
259 328
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 { 330 {
262 if (inv->inv) 331 if (inv->inv)
263 sum_weight (inv); 332 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 334 }
335
266 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
268 if (op->carrying != sum) 339 if (op->carrying != sum)
269 op->carrying = sum; 340 op->carrying = sum;
341
270 return sum; 342 return sum;
271} 343}
272 344
273/** 345/**
274 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
281 op = op->env; 353 op = op->env;
282 return op; 354 return op;
283} 355}
284 356
285/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 359 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
304 */ 361 */
305 362
306void 363char *
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) 364dump_object (object *op)
362{ 365{
363 if (op == NULL) 366 if (!op)
364 { 367 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 368
372void 369 object_freezer freezer;
373dump_all_objects (void) 370 save_object (freezer, op, 1);
374{ 371 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} 372}
383 373
384/* 374/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
402} 392}
403 393
404/* 394/*
405 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
406 */ 396 */
407
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 return ((unsigned int)i) < objects.size ()
412 401 ? objects [i]
413 for (op = objects; op != NULL; op = op->next) 402 : 0;
414 if (op->count == i)
415 break;
416 return op;
417} 403}
418 404
419/* 405/*
420 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
423 */ 409 */
424
425object * 410object *
426find_object_name (const char *str) 411find_object_name (const char *str)
427{ 412{
428 const char *name = shstr::find (str); 413 shstr_cmp str_ (str);
429 object *op; 414 object *op;
430 415
431 for (op = objects; op != NULL; op = op->next) 416 for_all_objects (op)
432 if (&op->name == name) 417 if (op->name == str_)
433 break; 418 break;
434 419
435 return op; 420 return op;
436} 421}
437 422
440{ 425{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 427}
443 428
444/* 429/*
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 430 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 431 * skill and experience objects.
485 */ 432 */
486void 433void
487set_owner (object *op, object *owner) 434object::set_owner (object *owner)
488{ 435{
489 if (owner == NULL || op == NULL) 436 if (!owner)
490 return; 437 return;
491 438
492 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* 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 441 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 443 * 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. 444 * didn't match, this check is valid and I believe that cause is valid.
498 */ 445 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 446 while (owner->owner)
500 owner = owner->owner; 447 owner = owner->owner;
501 448
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; 449 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} 450}
542 451
543/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 453 * refcounts and freeing the links.
545 */ 454 */
555 } 464 }
556 465
557 op->key_values = 0; 466 op->key_values = 0;
558} 467}
559 468
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/* 469/*
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, 470 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 475 * will point at garbage.
632 */ 476 */
633
634void 477void
635copy_object (object *op2, object *op) 478object::copy_to (object *dst)
636{ 479{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
639 482
640 op2->clone (op); 483 *(object_copy *)dst = *this;
641 484
642 if (is_freed) 485 if (is_freed)
643 SET_FLAG (op, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
487
644 if (is_removed) 488 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_REMOVED);
646 490
647 if (op2->speed < 0) 491 if (speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
649 493
650 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
651 if (op2->key_values) 495 if (key_values)
652 { 496 {
653 key_value *tail = 0; 497 key_value *tail = 0;
654 key_value *i; 498 key_value *i;
655 499
656 op->key_values = 0; 500 dst->key_values = 0;
657 501
658 for (i = op2->key_values; i; i = i->next) 502 for (i = key_values; i; i = i->next)
659 { 503 {
660 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
661 505
662 new_link->next = 0; 506 new_link->next = 0;
663 new_link->key = i->key; 507 new_link->key = i->key;
664 new_link->value = i->value; 508 new_link->value = i->value;
665 509
666 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
667 if (!op->key_values) 511 if (!dst->key_values)
668 { 512 {
669 op->key_values = new_link; 513 dst->key_values = new_link;
670 tail = new_link; 514 tail = new_link;
671 } 515 }
672 else 516 else
673 { 517 {
674 tail->next = new_link; 518 tail->next = new_link;
675 tail = new_link; 519 tail = new_link;
676 } 520 }
677 } 521 }
678 } 522 }
679 523
680 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
681} 533}
682 534
683/* 535/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
687 */ 539 */
688
689void 540void
690update_turn_face (object *op) 541update_turn_face (object *op)
691{ 542{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 544 return;
545
694 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
696} 548}
697 549
698/* 550/*
699 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
702 */ 554 */
703
704void 555void
705update_ob_speed (object *op) 556object::set_speed (float speed)
706{ 557{
707 extern int arch_init; 558 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 { 559 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 561 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 562 }
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;
731 563
732 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
733 * of the list. */ 565
734 op->active_next = active_objects; 566 if (has_active_speed ())
735 if (op->active_next != NULL) 567 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 568 else
740 { 569 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} 570}
761 571
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/* 572/*
794 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 576 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
801 * 580 *
802 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
808 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
813 */ 588 */
814
815void 589void
816update_object (object *op, int action) 590update_object (object *op, int action)
817{ 591{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
820 593
821 if (op == NULL) 594 if (op == NULL)
822 { 595 {
823 /* this should never happen */ 596 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 598 return;
826 } 599 }
827 600
828 if (op->env != NULL) 601 if (op->env)
829 { 602 {
830 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
831 * to do in this case. 604 * to do in this case.
832 */ 605 */
833 return; 606 return;
838 */ 611 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 613 return;
841 614
842 /* make sure the object is within map boundaries */ 615 /* 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)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 617 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 619#ifdef MANY_CORES
847 abort (); 620 abort ();
848#endif 621#endif
849 return; 622 return;
850 } 623 }
851 624
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 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);
858 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
859 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
860 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (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) 638 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 642 * to have move_allow right now.
884 */ 643 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 646 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 647 }
891 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 650 * that is being removed.
894 */ 651 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 653 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
902 }
903 else 656 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 658
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 659 if (op->more)
915 update_object (op->more, action); 660 update_object (op->more, action);
916} 661}
917 662
918static unordered_vector<object *> mortals; 663object *object::first;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932 664
933object::object () 665object::object ()
934{ 666{
935 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
936 668
937 expmul = 1.0; 669 expmul = 1.0;
938 face = blank_face; 670 face = blank_face;
939 attacked_by_count = -1;
940} 671}
941 672
942object::~object () 673object::~object ()
943{ 674{
944 free_key_values (this); 675 free_key_values (this);
945} 676}
946 677
947void object::link () 678void object::link ()
948{ 679{
949 count = ++ob_count; 680 assert (!count);//D
681 uuid = gen_uuid ();
950 682
951 prev = 0; 683 refcnt_inc ();
952 next = objects; 684 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 685}
959 686
960void object::unlink () 687void object::unlink ()
961{ 688{
962 count = 0; 689 assert (count);//D
690 objects.erase (this);
691 refcnt_dec ();
692}
963 693
964 /* Remove this object from the list of used objects */ 694void
965 if (prev) 695object::activate ()
966 { 696{
967 prev->next = next; 697 /* If already on active list, don't do anything */
968 prev = 0; 698 if (active)
699 return;
700
701 if (has_active_speed ())
702 actives.insert (this);
703}
704
705void
706object::activate_recursive ()
707{
708 activate ();
709
710 for (object *op = inv; op; op = op->below)
711 op->activate_recursive ();
712}
713
714/* This function removes object 'op' from the list of active
715 * objects.
716 * This should only be used for style maps or other such
717 * reference maps where you don't want an object that isn't
718 * in play chewing up cpu time getting processed.
719 * The reverse of this is to call update_ob_speed, which
720 * will do the right thing based on the speed of the object.
721 */
722void
723object::deactivate ()
724{
725 /* If not on the active list, nothing needs to be done */
726 if (!active)
727 return;
728
729 actives.erase (this);
730}
731
732void
733object::deactivate_recursive ()
734{
735 for (object *op = inv; op; op = op->below)
736 op->deactivate_recursive ();
737
738 deactivate ();
739}
740
741void
742object::set_flag_inv (int flag, int value)
743{
744 for (object *op = inv; op; op = op->below)
969 } 745 {
970 746 op->flag [flag] = value;
971 if (next) 747 op->set_flag_inv (flag, value);
972 { 748 }
973 next->prev = prev; 749}
974 next = 0; 750
751/*
752 * Remove and free all objects in the inventory of the given object.
753 * object.c ?
754 */
755void
756object::destroy_inv (bool drop_to_ground)
757{
758 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory,
762 // cf will crash below with off-map x and y
763 if (!inv)
764 return;
765
766 /* Only if the space blocks everything do we not process -
767 * if some form of movement is allowed, let objects
768 * drop on that space.
769 */
770 if (!drop_to_ground
771 || !map
772 || map->in_memory != MAP_IN_MEMORY
773 || ms ().move_block == MOVE_ALL)
975 } 774 {
775 while (inv)
776 {
777 inv->destroy_inv (drop_to_ground);
778 inv->destroy ();
779 }
780 }
781 else
782 { /* Put objects in inventory onto this space */
783 while (inv)
784 {
785 object *op = inv;
976 786
977 if (this == objects) 787 if (op->flag [FLAG_STARTEQUIP]
978 objects = next; 788 || op->flag [FLAG_NO_DROP]
789 || op->type == RUNE
790 || op->type == TRAP
791 || op->flag [FLAG_IS_A_TEMPLATE]
792 || op->flag [FLAG_DESTROY_ON_DEATH])
793 op->destroy ();
794 else
795 map->insert (op, x, y);
796 }
797 }
979} 798}
980 799
981object *object::create () 800object *object::create ()
982{ 801{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 802 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 803 op->link ();
996 return op; 804 return op;
997} 805}
998 806
999/* 807void
1000 * free_object() frees everything allocated by an object, removes 808object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 809{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 810 if (flag [FLAG_IS_LINKED])
1012 { 811 remove_button_link (this);
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 812
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 813 if (flag [FLAG_FRIENDLY])
1021 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1023 remove_friendly_object (this); 814 remove_friendly_object (this);
1024 }
1025 815
1026 if (QUERY_FLAG (this, FLAG_FREED)) 816 if (!flag [FLAG_REMOVED])
1027 { 817 remove ();
1028 dump_object (this); 818
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 819 if (flag [FLAG_FREED])
1030 return; 820 return;
821
822 set_speed (0);
823
824 flag [FLAG_FREED] = 1;
825
826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
836 {
837 freed_map = new maptile;
838
839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
1032 853
1033 if (more) 854 if (more)
1034 { 855 {
1035 more->free (free_inventory); 856 more->destroy ();
1036 more = 0; 857 more = 0;
1037 } 858 }
1038 859
1039 if (inv) 860 // clear those pointers that likely might have circular references to us
1040 { 861 owner = 0;
1041 /* Only if the space blocks everything do we not process - 862 enemy = 0;
1042 * if some form of movement is allowed, let objects 863 attacked_by = 0;
1043 * drop on that space. 864}
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 865
1050 while (op) 866void
1051 { 867object::destroy (bool destroy_inventory)
1052 object * 868{
1053 tmp = op->below; 869 if (destroyed ())
870 return;
1054 871
1055 remove_ob (op); 872 if (destroy_inventory)
1056 op->free (free_inventory); 873 destroy_inv (false);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064 874
1065 while (op) 875 attachable::destroy ();
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 876}
1099 877
1100/* 878/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
1103 */ 881 */
1104
1105void 882void
1106sub_weight (object *op, signed long weight) 883sub_weight (object *op, signed long weight)
1107{ 884{
1108 while (op != NULL) 885 while (op != NULL)
1109 { 886 {
1110 if (op->type == CONTAINER) 887 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 889
1114 op->carrying -= weight; 890 op->carrying -= weight;
1115 op = op->env; 891 op = op->env;
1116 } 892 }
1117} 893}
1118 894
1119/* remove_ob(op): 895/* op->remove ():
1120 * This function removes the object op from the linked list of objects 896 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 897 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 900 * the previous environment.
1125 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1126 */ 902 */
1127
1128void 903void
1129remove_ob (object *op) 904object::remove ()
1130{ 905{
1131 object *tmp, *last = NULL; 906 object *tmp, *last = 0;
1132 object *otmp; 907 object *otmp;
1133 908
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1141 { 910 return;
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 911
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
914
915 if (more)
916 more->remove ();
1162 917
1163 /* 918 /*
1164 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1165 * inventory. 920 * inventory.
1166 */ 921 */
1167 if (op->env != NULL) 922 if (env)
1168 { 923 {
1169 if (op->nrof) 924 if (nrof)
1170 sub_weight (op->env, op->weight * op->nrof); 925 sub_weight (env, weight * nrof);
1171 else 926 else
1172 sub_weight (op->env, op->weight + op->carrying); 927 sub_weight (env, weight + carrying);
1173 928
1174 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1175 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 931 * to save cpu time.
1177 */ 932 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp); 934 otmp->update_stats ();
1180 935
1181 if (op->above != NULL) 936 if (above)
1182 op->above->below = op->below; 937 above->below = below;
1183 else 938 else
1184 op->env->inv = op->below; 939 env->inv = below;
1185 940
1186 if (op->below != NULL) 941 if (below)
1187 op->below->above = op->above; 942 below->above = above;
1188 943
1189 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
1192 */ 947 */
1193 op->x = op->env->x, op->y = op->env->y; 948 x = env->x, y = env->y;
1194 op->map = op->env->map; 949 map = env->map;
1195 op->above = NULL, op->below = NULL; 950 above = 0, below = 0;
1196 op->env = NULL; 951 env = 0;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 { 952 }
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 953 else if (map)
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 } 954 {
1218 if (op->map != m) 955 if (type == PLAYER)
1219 { 956 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 957 --map->players;
1221 op->map->path, m->path, op->x, op->y, x, y); 958 map->touch ();
1222 } 959 }
1223 960
1224 /* Re did the following section of code - it looks like it had 961 map->dirty = true;
1225 * lots of logic for things we no longer care about
1226 */
1227 962
1228 /* link the object above us */ 963 /* link the object above us */
1229 if (op->above) 964 if (above)
1230 op->above->below = op->below; 965 above->below = below;
1231 else 966 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 967 map->at (x, y).top = below; /* we were top, set new top */
1233 968
1234 /* Relink the object below us, if there is one */ 969 /* Relink the object below us, if there is one */
1235 if (op->below) 970 if (below)
1236 op->below->above = op->above; 971 below->above = above;
1237 else 972 else
1238 { 973 {
1239 /* Nothing below, which means we need to relink map object for this space 974 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is 975 * use translated coordinates in case some oddness with map tiling is
1241 * evident 976 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 {
1245 dump_object (op);
1246 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n",
1247 errmsg);
1248 dump_object (GET_MAP_OB (m, x, y));
1249 LOG (llevError, "%s\n", errmsg);
1250 }
1251
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1253 }
1254
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING)
1259 return;
1260
1261 tag = op->count;
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 {
1272 /* If a container that the player is currently using somehow gets
1273 * removed (most likely destroyed), update the player view
1274 * appropriately.
1275 */ 977 */
1276 if (tmp->container == op) 978 if (GET_MAP_OB (map, x, y) != this)
1277 { 979 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 980 char *dump = dump_object (this);
1279 tmp->container = NULL; 981 LOG (llevError,
982 "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);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
1280 } 987 }
1281 988
1282 tmp->contr->socket.update_look = 1; 989 map->at (x, y).bot = above; /* goes on above it. */
1283 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 { 990 }
1287 move_apply (tmp, op, NULL);
1288 991
1289 if (was_destroyed (op, tag)) 992 above = 0;
993 below = 0;
994
995 if (map->in_memory == MAP_SAVING)
996 return;
997
998 int check_walk_off = !flag [FLAG_NO_APPLY];
999
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1001 {
1002 /* No point updating the players look faces if he is the object
1003 * being removed.
1004 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1290 { 1007 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1292 } 1020 }
1021
1022 /* See if object moving off should effect something */
1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 {
1027 move_apply (tmp, this, 0);
1028
1029 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1293 } 1031 }
1294 1032
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1297 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1298 tmp->above = NULL; 1036 tmp->above = 0;
1299 1037
1300 last = tmp; 1038 last = tmp;
1301 } 1039 }
1302 1040
1303 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1304 if (last == NULL) 1042 //TODO: this makes little sense, why only update the topmost object?
1305 { 1043 if (!last)
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1044 map->at (x, y).flags_ = 0;
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1045 else
1315 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1316 1047
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1050 }
1319} 1051}
1320 1052
1321/* 1053/*
1322 * merge_ob(op,top): 1054 * merge_ob(op,top):
1323 * 1055 *
1324 * This function goes through all objects below and including top, and 1056 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1057 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1058 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1059 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1060 */
1329
1330object * 1061object *
1331merge_ob (object *op, object *top) 1062merge_ob (object *op, object *top)
1332{ 1063{
1333 if (!op->nrof) 1064 if (!op->nrof)
1334 return 0; 1065 return 0;
1335 if (top == NULL) 1066
1067 if (top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1070
1337 for (; top != NULL; top = top->below) 1071 for (; top; top = top->below)
1338 { 1072 {
1339 if (top == op) 1073 if (top == op)
1340 continue; 1074 continue;
1341 if (CAN_MERGE (op, top)) 1075
1076 if (object::can_merge (op, top))
1342 { 1077 {
1343 top->nrof += op->nrof; 1078 top->nrof += op->nrof;
1344 1079
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op); 1082 op->destroy ();
1348 free_object (op);
1349 return top; 1083 return top;
1350 } 1084 }
1351 } 1085 }
1086
1352 return NULL; 1087 return 0;
1353} 1088}
1354 1089
1355/* 1090/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1357 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1358 */ 1093 */
1359object * 1094object *
1360insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1361{ 1096{
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1098 {
1369 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1370 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1371 } 1101 }
1102
1372 return insert_ob_in_map (op, m, originator, flag); 1103 return insert_ob_in_map (op, m, originator, flag);
1373} 1104}
1374 1105
1375/* 1106/*
1376 * insert_ob_in_map (op, map, originator, flag): 1107 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1121 * Return value:
1391 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1124 * just 'op' otherwise
1394 */ 1125 */
1395
1396object * 1126object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1128{
1399 object *tmp, *top, *floor = NULL; 1129 object *tmp, *top, *floor = NULL;
1400 sint16 x, y; 1130 sint16 x, y;
1401 1131
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1132 if (QUERY_FLAG (op, FLAG_FREED))
1403 { 1133 {
1404 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL; 1135 return NULL;
1406 } 1136 }
1407 1137
1408 if (m == NULL) 1138 if (!m)
1409 { 1139 {
1410 dump_object (op); 1140 char *dump = dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1412 return op; 1143 return op;
1413 } 1144 }
1414 1145
1415 if (out_of_map (m, op->x, op->y)) 1146 if (out_of_map (m, op->x, op->y))
1416 { 1147 {
1417 dump_object (op); 1148 char *dump = dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1419#ifdef MANY_CORES 1150#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object 1151 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting 1152 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted. 1153 * improperly inserted.
1423 */ 1154 */
1424 abort (); 1155 abort ();
1425#endif 1156#endif
1157 free (dump);
1426 return op; 1158 return op;
1427 } 1159 }
1428 1160
1429 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 { 1162 {
1431 dump_object (op); 1163 char *dump = dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1433 return op; 1166 return op;
1434 } 1167 }
1435 1168
1436 if (op->more != NULL) 1169 if (op->more)
1437 { 1170 {
1438 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1439 1172
1440 object *more = op->more; 1173 object *more = op->more;
1441 1174
1442 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1443 * we set the map, that doesn't work if the location is within 1176 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate 1177 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1446 */ 1179 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map) 1182 else if (!more->map)
1450 { 1183 {
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 { 1191 {
1459 if (!op->head) 1192 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461 1194
1462 return NULL; 1195 return 0;
1463 } 1196 }
1464 } 1197 }
1465 1198
1466 CLEAR_FLAG (op, FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1200
1474 y = op->y; 1207 y = op->y;
1475 1208
1476 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1477 */ 1210 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1213 if (object::can_merge (op, tmp))
1481 { 1214 {
1482 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1216 tmp->destroy ();
1484 free_object (tmp);
1485 } 1217 }
1486 1218
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1221
1502 op->below = originator->below; 1234 op->below = originator->below;
1503 1235
1504 if (op->below) 1236 if (op->below)
1505 op->below->above = op; 1237 op->below->above = op;
1506 else 1238 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1239 op->ms ().bot = op;
1508 1240
1509 /* since *below* originator, no need to update top */ 1241 /* since *below* originator, no need to update top */
1510 originator->below = op; 1242 originator->below = op;
1511 } 1243 }
1512 else 1244 else
1513 { 1245 {
1514 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1516 { 1248 {
1517 object *last = NULL; 1249 object *last = 0;
1518 1250
1519 /* 1251 /*
1520 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if 1254 * Generally, we want to put the new object on top. But if
1526 * once we get to them. This reduces the need to traverse over all of 1258 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time 1259 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed 1260 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1530 */ 1262 */
1531
1532 while (top != NULL) 1263 while (top)
1533 { 1264 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1535 floor = top; 1266 floor = top;
1536 1267
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1558 * If INS_ON_TOP is used, don't do this processing 1289 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1290 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1291 * stacking is a bit odd.
1561 */ 1292 */
1562 if (!(flag & INS_ON_TOP) && 1293 if (!(flag & INS_ON_TOP) &&
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1564 { 1295 {
1565 for (last = top; last != floor; last = last->below) 1296 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1298 break;
1568 /* Check to see if we found the object that blocks view, 1299 /* Check to see if we found the object that blocks view,
1590 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1591 1322
1592 if (op->above) 1323 if (op->above)
1593 op->above->below = op; 1324 op->above->below = op;
1594 1325
1595 op->below = NULL; 1326 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1597 } 1328 }
1598 else 1329 else
1599 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1600 op->above = top->above; 1331 op->above = top->above;
1601 1332
1604 1335
1605 op->below = top; 1336 op->below = top;
1606 top->above = op; 1337 top->above = op;
1607 } 1338 }
1608 1339
1609 if (op->above == NULL) 1340 if (!op->above)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1341 op->ms ().top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1612 1343
1613 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1614 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1350
1351 op->map->dirty = true;
1615 1352
1616 /* If we have a floor, we know the player, if any, will be above 1353 /* If we have a floor, we know the player, if any, will be above
1617 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1618 */ 1355 */
1619 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1357 if (object *pl = op->ms ().player ())
1621 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1622 tmp->contr->socket.update_look = 1; 1359 pl->contr->ns->floorbox_update ();
1623 1360
1624 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1362 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1363 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1368 * of effect may be sufficient.
1632 */ 1369 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1635 1372
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1638 1375
1376 INVOKE_OBJECT (INSERT, op);
1377
1639 /* Don't know if moving this to the end will break anything. However, 1378 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1641 * 1380 *
1642 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1384 * update_object().
1647 1386
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1650 { 1389 {
1651 if (check_move_on (op, originator)) 1390 if (check_move_on (op, originator))
1652 return NULL; 1391 return 0;
1653 1392
1654 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1394 * walk on's.
1656 */ 1395 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1659 return NULL; 1398 return 0;
1660 } 1399 }
1661 1400
1662 return op; 1401 return op;
1663} 1402}
1664 1403
1665/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1405 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1406 * op is the object to insert it under: supplies x and the map.
1668 */ 1407 */
1669void 1408void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1410{
1672 object *tmp;
1673 object *tmp1; 1411 object *tmp, *tmp1;
1674 1412
1675 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1676 1414
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1680 { 1417 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1418
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1687 1420
1688 tmp1->x = op->x; 1421 tmp1->x = op->x;
1689 tmp1->y = op->y; 1422 tmp1->y = op->y;
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1691} 1430}
1692 1431
1693/* 1432/*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array. 1437 * global static errmsg array.
1699 */ 1438 */
1700
1701object * 1439object *
1702get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1703{ 1441{
1704 object * 1442 object *newob;
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708 1444
1709 if (orig_ob->nrof < nr) 1445 if (orig_ob->nrof < nr)
1710 { 1446 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL; 1448 return NULL;
1713 } 1449 }
1450
1714 newob = object_create_clone (orig_ob); 1451 newob = object_create_clone (orig_ob);
1452
1715 if ((orig_ob->nrof -= nr) < 1) 1453 if ((orig_ob->nrof -= nr) < 1)
1716 { 1454 orig_ob->destroy (1);
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed) 1455 else if (!is_removed)
1722 { 1456 {
1723 if (orig_ob->env != NULL) 1457 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1727 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL; 1463 return NULL;
1730 } 1464 }
1731 } 1465 }
1466
1732 newob->nrof = nr; 1467 newob->nrof = nr;
1733 1468
1734 return newob; 1469 return newob;
1735} 1470}
1736 1471
1743 */ 1478 */
1744 1479
1745object * 1480object *
1746decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1747{ 1482{
1748 object * 1483 object *tmp;
1749 tmp;
1750 player *
1751 pl;
1752 1484
1753 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1754 return op; 1486 return op;
1755 1487
1756 if (i > op->nrof) 1488 if (i > op->nrof)
1757 i = op->nrof; 1489 i = op->nrof;
1758 1490
1759 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i; 1492 op->nrof -= i;
1762 }
1763 else if (op->env != NULL) 1493 else if (op->env)
1764 { 1494 {
1765 /* is this object in the players inventory, or sub container 1495 /* is this object in the players inventory, or sub container
1766 * therein? 1496 * therein?
1767 */ 1497 */
1768 tmp = is_player_inv (op->env); 1498 tmp = op->in_player ();
1769 /* nope. Is this a container the player has opened? 1499 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player. 1500 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly 1501 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map, 1502 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player. 1503 * and then searching the map for a player.
1774 */ 1504 */
1775 if (!tmp) 1505 if (!tmp)
1776 { 1506 for_all_players (pl)
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env) 1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1779 break; 1510 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 } 1511 }
1785 1512
1786 if (i < op->nrof) 1513 if (i < op->nrof)
1787 { 1514 {
1788 sub_weight (op->env, op->weight * i); 1515 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i; 1516 op->nrof -= i;
1790 if (tmp) 1517 if (tmp)
1791 {
1792 esrv_send_item (tmp, op); 1518 esrv_send_item (tmp, op);
1793 }
1794 } 1519 }
1795 else 1520 else
1796 { 1521 {
1797 remove_ob (op); 1522 op->remove ();
1798 op->nrof = 0; 1523 op->nrof = 0;
1799 if (tmp) 1524 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count); 1525 esrv_del_item (tmp->contr, op->count);
1802 }
1803 } 1526 }
1804 } 1527 }
1805 else 1528 else
1806 { 1529 {
1807 object *
1808 above = op->above; 1530 object *above = op->above;
1809 1531
1810 if (i < op->nrof) 1532 if (i < op->nrof)
1811 {
1812 op->nrof -= i; 1533 op->nrof -= i;
1813 }
1814 else 1534 else
1815 { 1535 {
1816 remove_ob (op); 1536 op->remove ();
1817 op->nrof = 0; 1537 op->nrof = 0;
1818 } 1538 }
1539
1819 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1821 if (tmp->type == PLAYER) 1542 if (tmp->type == PLAYER)
1822 { 1543 {
1823 if (op->nrof) 1544 if (op->nrof)
1824 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1825 else 1546 else
1826 esrv_del_item (tmp->contr, op->count); 1547 esrv_del_item (tmp->contr, op->count);
1827 } 1548 }
1828 } 1549 }
1829 1550
1830 if (op->nrof) 1551 if (op->nrof)
1831 {
1832 return op; 1552 return op;
1833 }
1834 else 1553 else
1835 { 1554 {
1836 free_object (op); 1555 op->destroy ();
1837 return NULL; 1556 return 0;
1838 } 1557 }
1839} 1558}
1840 1559
1841/* 1560/*
1842 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1847add_weight (object *op, signed long weight) 1566add_weight (object *op, signed long weight)
1848{ 1567{
1849 while (op != NULL) 1568 while (op != NULL)
1850 { 1569 {
1851 if (op->type == CONTAINER) 1570 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 } 1572
1855 op->carrying += weight; 1573 op->carrying += weight;
1856 op = op->env; 1574 op = op->env;
1857 } 1575 }
1858} 1576}
1859 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1860/* 1598/*
1861 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1862 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1863 * inside the object environment. 1601 * inside the object environment.
1864 * 1602 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1603 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1872 */ 1605 */
1873 1606
1874object * 1607object *
1875insert_ob_in_ob (object *op, object *where) 1608object::insert (object *op)
1876{ 1609{
1877 object * 1610 object *tmp, *otmp;
1878 tmp, *
1879 otmp;
1880 1611
1881 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 { 1613 op->remove ();
1883 dump_object (op); 1614
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1615 if (op->more)
1899 { 1616 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op; 1618 return op;
1902 } 1619 }
1620
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1905 if (op->nrof) 1623 if (op->nrof)
1906 { 1624 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1909 { 1627 {
1910 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1629 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1915 */ 1633 */
1916 add_weight (where, op->weight * op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1919 op = tmp; 1637 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break; 1640 break;
1923 } 1641 }
1924 1642
1925 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do 1646 * the weight, so we need to add it in again, since we actually do
1929 * the linking below 1647 * the linking below
1930 */ 1648 */
1931 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1932 } 1650 }
1933 else 1651 else
1934 add_weight (where, (op->weight + op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1935 1653
1936 otmp = is_player_inv (where); 1654 otmp = this->in_player ();
1937 if (otmp && otmp->contr != NULL) 1655 if (otmp && otmp->contr)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp); 1657 otmp->update_stats ();
1941 }
1942 1658
1943 op->map = NULL; 1659 op->map = 0;
1944 op->env = where; 1660 op->env = this;
1945 op->above = NULL; 1661 op->above = 0;
1946 op->below = NULL; 1662 op->below = 0;
1947 op->x = 0, op->y = 0; 1663 op->x = 0, op->y = 0;
1948 1664
1949 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map) 1666 if ((op->glow_radius != 0) && map)
1951 { 1667 {
1952#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map)) 1671 if (map->darkness)
1956 update_all_los (where->map, where->x, where->y); 1672 update_all_los (map, x, y);
1957 } 1673 }
1958 1674
1959 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1960 * It sure simplifies this function... 1676 * It sure simplifies this function...
1961 */ 1677 */
1962 if (where->inv == NULL) 1678 if (!inv)
1963 where->inv = op; 1679 inv = op;
1964 else 1680 else
1965 { 1681 {
1966 op->below = where->inv; 1682 op->below = inv;
1967 op->below->above = op; 1683 op->below->above = op;
1968 where->inv = op; 1684 inv = op;
1969 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1970 return op; 1689 return op;
1971} 1690}
1972 1691
1973/* 1692/*
1974 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1988 * 1707 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top. 1710 * on top.
1992 */ 1711 */
1993
1994int 1712int
1995check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1996{ 1714{
1997 object *tmp; 1715 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1716 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
2001 1718
2002 MoveType move_on, move_slow, move_block; 1719 MoveType move_on, move_slow, move_block;
2003 1720
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1722 return 0;
2006
2007 tag = op->count;
2008 1723
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1727
2028 1743
2029 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
2031 */ 1746 */
2032 1747
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2034 { 1749 {
2035 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them. 1752 * we don't need to check all of them.
2038 */ 1753 */
2055 { 1770 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1773 {
2059 1774
1775 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * FABS (op->speed);
2061 1777
2062 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1781 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1790 {
2075 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2076 1792
2077 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2078 return 1; 1794 return 1;
2079 1795
2080 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2092/* 1808/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2096 */ 1812 */
2097
2098object * 1813object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1815{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2105 { 1817 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1819 return NULL;
2108 } 1820 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2110 if (tmp->arch == at) 1823 if (tmp->arch == at)
2111 return tmp; 1824 return tmp;
1825
2112 return NULL; 1826 return NULL;
2113} 1827}
2114 1828
2115/* 1829/*
2116 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2119 */ 1833 */
2120
2121object * 1834object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2123{ 1836{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2128 { 1838 {
2129 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1840 return NULL;
2131 } 1841 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if (tmp->type == type) 1844 if (tmp->type == type)
2134 return tmp; 1845 return tmp;
1846
2135 return NULL; 1847 return NULL;
2136} 1848}
2137 1849
2138/* 1850/*
2139 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2142 */ 1854 */
2143
2144object * 1855object *
2145present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2146{ 1857{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1859 if (tmp->type == type)
2152 return tmp; 1860 return tmp;
1861
2153 return NULL; 1862 return NULL;
2154} 1863}
2155 1864
2156/* 1865/*
2157 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1877 * to be unique.
2169 */ 1878 */
2170
2171object * 1879object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1881{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1884 return tmp;
2181 } 1885
2182 return NULL; 1886 return 0;
2183} 1887}
2184 1888
2185/* 1889/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2189 */ 1893 */
2190
2191object * 1894object *
2192present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2193{ 1896{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1898 if (tmp->arch == at)
2199 return tmp; 1899 return tmp;
1900
2200 return NULL; 1901 return NULL;
2201} 1902}
2202 1903
2203/* 1904/*
2204 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2205 */ 1906 */
2206void 1907void
2207flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2208{ 1909{
2209 object *
2210 tmp;
2211
2212 if (op->inv) 1910 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2214 { 1912 {
2215 SET_FLAG (tmp, flag); 1913 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1914 flag_inv (tmp, flag);
2217 } 1915 }
2218} /* 1916}
1917
1918/*
2219 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
2220 */ 1920 */
2221void 1921void
2222unflag_inv (object *op, int flag) 1922unflag_inv (object *op, int flag)
2223{ 1923{
2224 object *
2225 tmp;
2226
2227 if (op->inv) 1924 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 { 1926 {
2230 CLEAR_FLAG (tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1928 unflag_inv (tmp, flag);
2232 } 1929 }
2233} 1930}
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for 1935 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function. 1936 * him/her-self and all object carried by a call to this function.
2240 */ 1937 */
2241
2242void 1938void
2243set_cheat (object *op) 1939set_cheat (object *op)
2244{ 1940{
2245 SET_FLAG (op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 1962 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 1963 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 1964 * customized, changed states, etc.
2269 */ 1965 */
2270
2271int 1966int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 1968{
2274 int
2275 i,
2276 index = 0, flag; 1969 int index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2279 1971
2280 for (i = start; i < stop; i++) 1972 for (int i = start; i < stop; i++)
2281 { 1973 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2283 if (!flag) 1975 if (!flag)
2284 altern[index++] = i; 1976 altern [index++] = i;
2285 1977
2286 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 1979 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 1980 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 1981 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 1982 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2293 */ 1985 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2295 stop = maxfree[i]; 1987 stop = maxfree[i];
2296 } 1988 }
1989
2297 if (!index) 1990 if (!index)
2298 return -1; 1991 return -1;
1992
2299 return altern[RANDOM () % index]; 1993 return altern[RANDOM () % index];
2300} 1994}
2301 1995
2302/* 1996/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2001 */
2308
2309int 2002int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2004{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2007 return i;
2319 } 2008
2320 return -1; 2009 return -1;
2321} 2010}
2322 2011
2323/* 2012/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2016 */
2327static void 2017static void
2328permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2329{ 2019{
2330 int 2020 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2021 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2022
2341 tmp = arr[i]; 2023 while (--end)
2342 arr[i] = arr[j]; 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2025}
2346 2026
2347/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2033 */
2354void 2034void
2355get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2356{ 2036{
2357 int 2037 int i;
2358 i;
2359 2038
2360 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2040 search_arr[i] = i;
2363 }
2364 2041
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2045}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2057 * there is capable of.
2381 */ 2058 */
2382
2383int 2059int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2061{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2389 sint16 2063
2390 nx, 2064 sint16 nx, ny;
2391 ny;
2392 object * 2065 object *tmp;
2393 tmp; 2066 maptile *mp;
2394 mapstruct * 2067
2395 mp; 2068 MoveType blocked, move_type;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2069
2400 if (exclude && exclude->head) 2070 if (exclude && exclude->head)
2401 { 2071 {
2402 exclude = exclude->head; 2072 exclude = exclude->head;
2403 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2413 mp = m; 2083 mp = m;
2414 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2416 2086
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2418 if (mflags & P_OUT_OF_MAP) 2089 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2090 max = maxfree[i];
2421 }
2422 else 2091 else
2423 { 2092 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2425 2096
2426 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2098 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2431 { 2100 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2435 {
2436 break; 2104 break;
2437 } 2105
2438 }
2439 if (tmp) 2106 if (tmp)
2440 {
2441 return freedir[i]; 2107 return freedir[i];
2442 }
2443 } 2108 }
2444 } 2109 }
2445 } 2110 }
2111
2446 return 0; 2112 return 0;
2447} 2113}
2448 2114
2449/* 2115/*
2450 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2117 * distance between the two given objects.
2452 */ 2118 */
2453
2454int 2119int
2455distance (const object *ob1, const object *ob2) 2120distance (const object *ob1, const object *ob2)
2456{ 2121{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2123}
2463 2124
2464/* 2125/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another 2127 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2468 */ 2129 */
2469
2470int 2130int
2471find_dir_2 (int x, int y) 2131find_dir_2 (int x, int y)
2472{ 2132{
2473 int 2133 int q;
2474 q;
2475 2134
2476 if (y) 2135 if (y)
2477 q = x * 100 / y; 2136 q = x * 100 / y;
2478 else if (x) 2137 else if (x)
2479 q = -300 * x; 2138 q = -300 * x;
2514int 2173int
2515absdir (int d) 2174absdir (int d)
2516{ 2175{
2517 while (d < 1) 2176 while (d < 1)
2518 d += 8; 2177 d += 8;
2178
2519 while (d > 8) 2179 while (d > 8)
2520 d -= 8; 2180 d -= 8;
2181
2521 return d; 2182 return d;
2522} 2183}
2523 2184
2524/* 2185/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2527 */ 2188 */
2528 2189
2529int 2190int
2530dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2531{ 2192{
2532 int 2193 int d;
2533 d;
2534 2194
2535 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2536 if (d > 4) 2196 if (d > 4)
2537 d = 8 - d; 2197 d = 8 - d;
2198
2538 return d; 2199 return d;
2539} 2200}
2540 2201
2541/* peterm: 2202/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2545 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2209 * functions.
2549 */ 2210 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2266 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2609 */ 2268 */
2610
2611
2612int 2269int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2271{
2615 sint16 2272 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2273 int mflags;
2620 2274
2621 if (dir < 0) 2275 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2623 2277
2624 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2637 return 0; 2291 return 0;
2638 2292
2639 /* yes, can see. */ 2293 /* yes, can see. */
2640 if (dir < 9) 2294 if (dir < 9)
2641 return 1; 2295 return 1;
2296
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2300}
2645
2646
2647 2301
2648/* 2302/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2319}
2666 2320
2667
2668/* 2321/*
2669 * create clone from object to another 2322 * create clone from object to another
2670 */ 2323 */
2671object * 2324object *
2672object_create_clone (object *asrc) 2325object_create_clone (object *asrc)
2673{ 2326{
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2676 2328
2677 if (!asrc) 2329 if (!asrc)
2678 return NULL; 2330 return 0;
2331
2679 src = asrc; 2332 src = asrc;
2680 if (src->head) 2333 if (src->head)
2681 src = src->head; 2334 src = src->head;
2682 2335
2683 prev = NULL; 2336 prev = 0;
2684 for (part = src; part; part = part->more) 2337 for (part = src; part; part = part->more)
2685 { 2338 {
2686 tmp = get_object (); 2339 tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x; 2340 tmp->x -= src->x;
2689 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2690 if (!part->head) 2343 if (!part->head)
2691 { 2344 {
2692 dst = tmp; 2345 dst = tmp;
2693 tmp->head = NULL; 2346 tmp->head = 0;
2694 } 2347 }
2695 else 2348 else
2696 {
2697 tmp->head = dst; 2349 tmp->head = dst;
2698 } 2350
2699 tmp->more = NULL; 2351 tmp->more = 0;
2352
2700 if (prev) 2353 if (prev)
2701 prev->more = tmp; 2354 prev->more = tmp;
2355
2702 prev = tmp; 2356 prev = tmp;
2703 } 2357 }
2704 2358
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2359 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2361
2711 return dst; 2362 return dst;
2712} 2363}
2713 2364
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */ 2365/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */ 2366/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */ 2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */ 2368/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2734
2735object * 2371object *
2736load_object_str (const char *obstr) 2372load_object_str (const char *obstr)
2737{ 2373{
2738 object * 2374 object *op;
2739 op;
2740 char
2741 filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2742 2376
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744 2378
2745 FILE *
2746 tempfile = fopen (filename, "w"); 2379 FILE *tempfile = fopen (filename, "w");
2747 2380
2748 if (tempfile == NULL) 2381 if (tempfile == NULL)
2749 { 2382 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL; 2384 return NULL;
2752 }; 2385 }
2386
2753 fprintf (tempfile, obstr); 2387 fprintf (tempfile, obstr);
2754 fclose (tempfile); 2388 fclose (tempfile);
2755 2389
2756 op = get_object (); 2390 op = object::create ();
2757 2391
2758 object_thawer 2392 object_thawer thawer (filename);
2759 thawer (filename);
2760 2393
2761 if (thawer) 2394 if (thawer)
2762 load_object (thawer, op, 0); 2395 load_object (thawer, op, 0);
2763 2396
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2772 * returns NULL if no match. 2405 * returns NULL if no match.
2773 */ 2406 */
2774object * 2407object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2409{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2412 return tmp;
2783 2413
2784 return NULL; 2414 return 0;
2785} 2415}
2786 2416
2787/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2788 * otherwise return NULL. 2418 * otherwise return NULL.
2789 * 2419 *
2791 * do the desired thing. 2421 * do the desired thing.
2792 */ 2422 */
2793key_value * 2423key_value *
2794get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2795{ 2425{
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2800 {
2801 if (link->key == key) 2427 if (link->key == key)
2802 {
2803 return link; 2428 return link;
2804 }
2805 }
2806 2429
2807 return NULL; 2430 return 0;
2808} 2431}
2809 2432
2810/* 2433/*
2811 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2812 * 2435 *
2815 * The returned string is shared. 2438 * The returned string is shared.
2816 */ 2439 */
2817const char * 2440const char *
2818get_ob_key_value (const object *op, const char *const key) 2441get_ob_key_value (const object *op, const char *const key)
2819{ 2442{
2820 key_value * 2443 key_value *link;
2821 link; 2444 shstr_cmp canonical_key (key);
2822 const char *
2823 canonical_key;
2824 2445
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL) 2446 if (!canonical_key)
2828 { 2447 {
2829 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2833 */ 2452 */
2834 return NULL; 2453 return 0;
2835 } 2454 }
2836 2455
2837 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2839 */ 2458 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2459 for (link = op->key_values; link; link = link->next)
2841 {
2842 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2843 {
2844 return link->value; 2461 return link->value;
2845 } 2462
2846 }
2847 return NULL; 2463 return 0;
2848} 2464}
2849 2465
2850 2466
2851/* 2467/*
2852 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2859 * Returns TRUE on success. 2475 * Returns TRUE on success.
2860 */ 2476 */
2861int 2477int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2479{
2864 key_value *
2865 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2866 2481
2867 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2868 { 2483 {
2869 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2870 { 2485 {
2888 if (last) 2503 if (last)
2889 last->next = field->next; 2504 last->next = field->next;
2890 else 2505 else
2891 op->key_values = field->next; 2506 op->key_values = field->next;
2892 2507
2893 delete
2894 field; 2508 delete field;
2895 } 2509 }
2896 } 2510 }
2897 return TRUE; 2511 return TRUE;
2898 } 2512 }
2899 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2900 2514
2901 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2902 2516
2903 if (!add_key) 2517 if (!add_key)
2904 {
2905 return FALSE; 2518 return FALSE;
2906 } 2519
2907 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2911 * should pass in "" 2524 * should pass in ""
2934 * Returns TRUE on success. 2547 * Returns TRUE on success.
2935 */ 2548 */
2936int 2549int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{ 2551{
2939 shstr
2940 key_ (key); 2552 shstr key_ (key);
2941 2553
2942 return set_ob_key_value_s (op, key_, value, add_key); 2554 return set_ob_key_value_s (op, key_, value, add_key);
2943} 2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2568 {
2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2574 else
2575 item = item->env;
2576}
2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2607// return a suitable string describing an object in enough detail to find it
2608const char *
2609object::debug_desc (char *info) const
2610{
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[256 * 4];
2635 return debug_desc (info);
2636}
2637

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