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Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22*/
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <skills.h>
34#include <loader.h> 33#include <loader.h>
35 34
35#include <bitset>
36
36int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
37 40
38object *objects; /* Pointer to the list of used objects */
39object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 45};
50int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 55};
54 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 135static int
57compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
58{ 137{
59 key_value *wants_field; 138 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
64 */ 143 */
65 144
66 /* For each field in wants, */ 145 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 147 {
69 key_value *has_field; 148 key_value *has_field;
70 149
71 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
106 * 185 *
107 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
110 * 189 *
111 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
112 * 191 *
113 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
114 * check weight 193 * check weight
115 */ 194 */
116
117bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 250 return 0;
177 251
178 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 253 * check all objects in the inventory.
180 */ 254 */
183 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 259 return 0;
186 260
187 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 263 return 0;
190 264
191 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 266 * if it is valid.
193 */ 267 */
202 276
203 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
205 * check? 279 * check?
206 */ 280 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 282 return 0;
209 283
210 switch (ob1->type) 284 switch (ob1->type)
211 { 285 {
212 case SCROLL: 286 case SCROLL:
213 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
214 return 0; 288 return 0;
215 break; 289 break;
216 } 290 }
217 291
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
219 { 293 {
220 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
254 { 328 {
255 if (inv->inv) 329 if (inv->inv)
256 sum_weight (inv); 330 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 332 }
333
259 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
261 if (op->carrying != sum) 337 if (op->carrying != sum)
262 op->carrying = sum; 338 op->carrying = sum;
339
263 return sum; 340 return sum;
264} 341}
265 342
266/** 343/**
267 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
274 op = op->env; 351 op = op->env;
275 return op; 352 return op;
276} 353}
277 354
278/* 355/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 357 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
297 */ 359 */
298 360
299void 361char *
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 362dump_object (object *op)
355{ 363{
356 if (op == NULL) 364 if (!op)
357 { 365 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 366
365void 367 object_freezer freezer;
366dump_all_objects (void) 368 save_object (freezer, op, 1);
367{ 369 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 370}
376 371
377/* 372/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
399 */ 394 */
400 395
401object * 396object *
402find_object (tag_t i) 397find_object (tag_t i)
403{ 398{
404 object *op; 399 for (object *op = object::first; op; op = op->next)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 400 if (op->count == i)
408 break; 401 return op;
402
409 return op; 403 return 0;
410} 404}
411 405
412/* 406/*
413 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
416 */ 410 */
417 411
418object * 412object *
419find_object_name (const char *str) 413find_object_name (const char *str)
420{ 414{
421 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
422 object *op; 416 object *op;
423 417
424 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
425 if (&op->name == name) 419 if (op->name == str_)
426 break; 420 break;
427 421
428 return op; 422 return op;
429} 423}
430 424
433{ 427{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435} 429}
436 430
437/* 431/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473}
474
475/*
476 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects. 433 * skill and experience objects.
478 */ 434 */
479void 435void
480set_owner (object *op, object *owner) 436object::set_owner (object *owner)
481{ 437{
482 if (owner == NULL || op == NULL) 438 if (!owner)
483 return; 439 return;
484 440
485 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
486 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
487 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
488 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
489 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
491 */ 447 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
493 owner = owner->owner; 449 owner = owner->owner;
494 450
495 /* IF the owner still has an owner, we did not resolve to a final owner.
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner; 451 this->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 {
524 /* players don't have owners - they own themselves. Update
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return;
531 }
532
533 set_owner (op, owner);
534} 452}
535 453
536/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links. 455 * refcounts and freeing the links.
538 */ 456 */
548 } 466 }
549 467
550 op->key_values = 0; 468 op->key_values = 0;
551} 469}
552 470
553void object::clear ()
554{
555 attachable_base::clear ();
556
557 free_key_values (this);
558
559 clear_owner (this);
560
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/* 471/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
620 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
621 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
622 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
623 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
624 * will point at garbage. 477 * will point at garbage.
625 */ 478 */
626
627void 479void
628copy_object (object *op2, object *op) 480object::copy_to (object *dst)
629{ 481{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
632 484
633 op2->clone (op); 485 *(object_copy *)dst = *this;
634 486
635 if (is_freed) 487 if (is_freed)
636 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
637 if (is_removed) 490 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
639 492
640 if (op2->speed < 0) 493 if (speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
642 495
643 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
644 if (op2->key_values) 497 if (key_values)
645 { 498 {
646 key_value *tail = 0; 499 key_value *tail = 0;
647 key_value *i; 500 key_value *i;
648 501
649 op->key_values = 0; 502 dst->key_values = 0;
650 503
651 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
652 { 505 {
653 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
654 507
655 new_link->next = 0; 508 new_link->next = 0;
656 new_link->key = i->key; 509 new_link->key = i->key;
657 new_link->value = i->value; 510 new_link->value = i->value;
658 511
659 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
660 if (!op->key_values) 513 if (!dst->key_values)
661 { 514 {
662 op->key_values = new_link; 515 dst->key_values = new_link;
663 tail = new_link; 516 tail = new_link;
664 } 517 }
665 else 518 else
666 { 519 {
667 tail->next = new_link; 520 tail->next = new_link;
668 tail = new_link; 521 tail = new_link;
669 } 522 }
670 } 523 }
671 } 524 }
672 525
673 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
674} 535}
675 536
676/* 537/*
677 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
680 */ 541 */
681
682void 542void
683update_turn_face (object *op) 543update_turn_face (object *op)
684{ 544{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
686 return; 546 return;
547
687 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
689} 550}
690 551
691/* 552/*
692 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
693 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
694 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
695 */ 556 */
696
697void 557void
698update_ob_speed (object *op) 558object::set_speed (float speed)
699{ 559{
700 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 { 561 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0; 563 speed = 0;
713#endif
714 }
715 if (arch_init)
716 { 564 }
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724 565
725 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
726 * of the list. */ 567
727 op->active_next = active_objects; 568 if (has_active_speed ())
728 if (op->active_next != NULL) 569 activate ();
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 570 else
733 { 571 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 572}
754 573
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 574/*
787 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
789 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
790 * invisible object, etc...) 578 * invisible object, etc...)
791 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
792 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
793 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
794 * 582 *
795 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 584 * current action are:
801 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
803 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
804 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
805 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
806 */ 590 */
807
808void 591void
809update_object (object *op, int action) 592update_object (object *op, int action)
810{ 593{
811 int update_now = 0, flags;
812 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
813 595
814 if (op == NULL) 596 if (op == NULL)
815 { 597 {
816 /* this should never happen */ 598 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
818 return; 600 return;
819 } 601 }
820 602
821 if (op->env != NULL) 603 if (op->env)
822 { 604 {
823 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
824 * to do in this case. 606 * to do in this case.
825 */ 607 */
826 return; 608 return;
831 */ 613 */
832 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return; 615 return;
834 616
835 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
837 { 619 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 621#ifdef MANY_CORES
840 abort (); 622 abort ();
841#endif 623#endif
842 return; 624 return;
843 } 625 }
844 626
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
852 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
853 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
858 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
859 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now. 644 * to have move_allow right now.
877 */ 645 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
880 648 m.flags_ = 0;
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 } 649 }
884 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 652 * that is being removed.
887 */ 653 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 655 m.flags_ = 0;
890 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 657 /* Nothing to do for that case */ ;
892 else 658 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 660
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 661 if (op->more)
902 update_object (op->more, action); 662 update_object (op->more, action);
903} 663}
904 664
905static unordered_vector<object *> mortals; 665object *object::first;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918}
919 666
920object::object () 667object::object ()
921{ 668{
922 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
923 670
924 expmul = 1.0; 671 expmul = 1.0;
925 face = blank_face; 672 face = blank_face;
926 attacked_by_count = -1;
927} 673}
928 674
929object::~object () 675object::~object ()
930{ 676{
931 free_key_values (this); 677 free_key_values (this);
932} 678}
933 679
934void object::link () 680void object::link ()
935{ 681{
936 count = ++ob_count; 682 count = ++ob_count;
683 uuid = gen_uuid ();
937 684
938 prev = 0; 685 prev = 0;
939 next = objects; 686 next = object::first;
940 687
941 if (objects) 688 if (object::first)
942 objects->prev = this; 689 object::first->prev = this;
943 690
944 objects = this; 691 object::first = this;
945} 692}
946 693
947void object::unlink () 694void object::unlink ()
948{ 695{
949 count = 0; 696 if (this == object::first)
697 object::first = next;
950 698
951 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next; 700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
955 prev = 0; 703 prev = 0;
956 }
957
958 if (next)
959 {
960 next->prev = prev;
961 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
962 } 721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
963 725
964 if (this == objects) 726 if (active_next)
965 objects = next; 727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
966} 829}
967 830
968object *object::create () 831object *object::create ()
969{ 832{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 833 object *op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link (); 834 op->link ();
983 return op; 835 return op;
984} 836}
985 837
986/* 838void
987 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 840{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 841 if (flag [FLAG_IS_LINKED])
999 { 842 remove_button_link (this);
1000 LOG (llevDebug, "Free object called with non removed object\n");
1001 dump_object (this);
1002#ifdef MANY_CORES
1003 abort ();
1004#endif
1005 }
1006 843
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 if (flag [FLAG_FRIENDLY])
1008 {
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1010 remove_friendly_object (this); 845 remove_friendly_object (this);
1011 }
1012 846
1013 if (QUERY_FLAG (this, FLAG_FREED)) 847 if (!flag [FLAG_REMOVED])
1014 { 848 remove ();
1015 dump_object (this); 849
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 850 if (flag [FLAG_FREED])
1017 return; 851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
1018 } 876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
1019 884
1020 if (more) 885 if (more)
1021 { 886 {
1022 more->free (free_inventory); 887 more->destroy ();
1023 more = 0; 888 more = 0;
1024 } 889 }
1025 890
1026 if (inv) 891 // clear those pointers that likely might have circular references to us
1027 { 892 owner = 0;
1028 /* Only if the space blocks everything do we not process - 893 enemy = 0;
1029 * if some form of movement is allowed, let objects 894 attacked_by = 0;
1030 * drop on that space.
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036 895
1037 while (op) 896 // only relevant for players(?), but make sure of it anyways
1038 { 897 contr = 0;
1039 object * 898}
1040 tmp = op->below;
1041 899
1042 remove_ob (op); 900void
1043 op->free (free_inventory); 901object::destroy (bool destroy_inventory)
1044 op = tmp; 902{
1045 } 903 if (destroyed ())
1046 } 904 return;
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051 905
1052 while (op) 906 if (destroy_inventory)
1053 { 907 destroy_inv (false);
1054 object *
1055 tmp = op->below;
1056 908
1057 remove_ob (op); 909 attachable::destroy ();
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085} 910}
1086 911
1087/* 912/*
1088 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1090 */ 915 */
1091
1092void 916void
1093sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1094{ 918{
1095 while (op != NULL) 919 while (op != NULL)
1096 { 920 {
1097 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 } 923
1101 op->carrying -= weight; 924 op->carrying -= weight;
1102 op = op->env; 925 op = op->env;
1103 } 926 }
1104} 927}
1105 928
1106/* remove_ob(op): 929/* op->remove ():
1107 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1108 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1109 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 934 * the previous environment.
1112 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1113 */ 936 */
1114
1115void 937void
1116remove_ob (object *op) 938object::remove ()
1117{ 939{
1118 object *tmp, *last = NULL; 940 object *tmp, *last = 0;
1119 object *otmp; 941 object *otmp;
1120 942
1121 tag_t tag;
1122 int check_walk_off;
1123 mapstruct *m;
1124
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1128 { 944 return;
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 945
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
948
949 if (more)
950 more->remove ();
1149 951
1150 /* 952 /*
1151 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1152 * inventory. 954 * inventory.
1153 */ 955 */
1154 if (op->env != NULL) 956 if (env)
1155 { 957 {
1156 if (op->nrof) 958 if (nrof)
1157 sub_weight (op->env, op->weight * op->nrof); 959 sub_weight (env, weight * nrof);
1158 else 960 else
1159 sub_weight (op->env, op->weight + op->carrying); 961 sub_weight (env, weight + carrying);
1160 962
1161 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1162 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 965 * to save cpu time.
1164 */ 966 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp); 968 otmp->update_stats ();
1167 969
1168 if (op->above != NULL) 970 if (above)
1169 op->above->below = op->below; 971 above->below = below;
1170 else 972 else
1171 op->env->inv = op->below; 973 env->inv = below;
1172 974
1173 if (op->below != NULL) 975 if (below)
1174 op->below->above = op->above; 976 below->above = above;
1175 977
1176 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1177 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1178 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
1179 */ 981 */
1180 op->x = op->env->x, op->y = op->env->y; 982 x = env->x, y = env->y;
1181 op->map = op->env->map; 983 map = env->map;
1182 op->above = NULL, op->below = NULL; 984 above = 0, below = 0;
1183 op->env = NULL; 985 env = 0;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 { 986 }
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 987 else if (map)
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 } 988 {
1205 if (op->map != m) 989 if (type == PLAYER)
1206 { 990 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 991 --map->players;
1208 op->map->path, m->path, op->x, op->y, x, y); 992 map->touch ();
1209 } 993 }
1210 994
1211 /* Re did the following section of code - it looks like it had 995 map->dirty = true;
1212 * lots of logic for things we no longer care about
1213 */
1214 996
1215 /* link the object above us */ 997 /* link the object above us */
1216 if (op->above) 998 if (above)
1217 op->above->below = op->below; 999 above->below = below;
1218 else 1000 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1001 map->at (x, y).top = below; /* we were top, set new top */
1220 1002
1221 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1222 if (op->below) 1004 if (below)
1223 op->below->above = op->above; 1005 below->above = above;
1224 else 1006 else
1225 { 1007 {
1226 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1227 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1228 * evident 1010 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 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",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */ 1011 */
1263 if (tmp->container == op) 1012 if (GET_MAP_OB (map, x, y) != this)
1264 { 1013 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 1014 char *dump = dump_object (this);
1266 tmp->container = NULL; 1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1267 } 1021 }
1268 1022
1269 tmp->contr->socket.update_look = 1; 1023 map->at (x, y).bot = above; /* goes on above it. */
1270 }
1271 /* See if player moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273 { 1024 }
1274 move_apply (tmp, op, NULL);
1275 1025
1276 if (was_destroyed (op, tag)) 1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1030 return;
1031
1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1033
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1035 {
1036 /* No point updating the players look faces if he is the object
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1277 { 1041 {
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1042 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view
1044 * appropriately.
1045 */
1046 if (tmp->container == this)
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1279 } 1054 }
1055
1056 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1060 {
1061 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1280 } 1065 }
1281 1066
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1284 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1285 tmp->above = NULL; 1070 tmp->above = 0;
1286 1071
1287 last = tmp; 1072 last = tmp;
1288 } 1073 }
1289 1074
1290 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1291 if (last == NULL) 1076 //TODO: this makes little sense, why only update the topmost object?
1292 { 1077 if (!last)
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = 0;
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else 1079 else
1302 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1303 1081
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1084 }
1306} 1085}
1307 1086
1308/* 1087/*
1309 * merge_ob(op,top): 1088 * merge_ob(op,top):
1310 * 1089 *
1311 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1091 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */ 1094 */
1316
1317object * 1095object *
1318merge_ob (object *op, object *top) 1096merge_ob (object *op, object *top)
1319{ 1097{
1320 if (!op->nrof) 1098 if (!op->nrof)
1321 return 0; 1099 return 0;
1322 if (top == NULL) 1100
1101 if (top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1324 for (; top != NULL; top = top->below) 1105 for (; top; top = top->below)
1325 { 1106 {
1326 if (top == op) 1107 if (top == op)
1327 continue; 1108 continue;
1328 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1329 { 1111 {
1330 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1331 1113
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op); 1116 op->destroy ();
1335 free_object (op);
1336 return top; 1117 return top;
1337 } 1118 }
1338 } 1119 }
1120
1339 return NULL; 1121 return 0;
1340} 1122}
1341 1123
1342/* 1124/*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1344 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1345 */ 1127 */
1346object * 1128object *
1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1348{ 1130{
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1132 {
1356 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1357 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1358 } 1135 }
1136
1359 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1360} 1138}
1361 1139
1362/* 1140/*
1363 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1155 * Return value:
1378 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1158 * just 'op' otherwise
1381 */ 1159 */
1382
1383object * 1160object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1162{
1386 object *tmp, *top, *floor = NULL; 1163 object *tmp, *top, *floor = NULL;
1387 sint16 x, y; 1164 sint16 x, y;
1388 1165
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1166 if (QUERY_FLAG (op, FLAG_FREED))
1390 { 1167 {
1391 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL; 1169 return NULL;
1393 } 1170 }
1394 1171
1395 if (m == NULL) 1172 if (!m)
1396 { 1173 {
1397 dump_object (op); 1174 char *dump = dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1399 return op; 1177 return op;
1400 } 1178 }
1401 1179
1402 if (out_of_map (m, op->x, op->y)) 1180 if (out_of_map (m, op->x, op->y))
1403 { 1181 {
1404 dump_object (op); 1182 char *dump = dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1406#ifdef MANY_CORES 1184#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted. 1187 * improperly inserted.
1410 */ 1188 */
1411 abort (); 1189 abort ();
1412#endif 1190#endif
1191 free (dump);
1413 return op; 1192 return op;
1414 } 1193 }
1415 1194
1416 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 { 1196 {
1418 dump_object (op); 1197 char *dump = dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1420 return op; 1200 return op;
1421 } 1201 }
1422 1202
1423 if (op->more != NULL) 1203 if (op->more)
1424 { 1204 {
1425 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1426 1206
1427 object *more = op->more; 1207 object *more = op->more;
1428 1208
1429 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1430 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1431 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1433 */ 1213 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map) 1216 else if (!more->map)
1437 { 1217 {
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 { 1225 {
1446 if (!op->head) 1226 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448 1228
1449 return NULL; 1229 return 0;
1450 } 1230 }
1451 } 1231 }
1452 1232
1453 CLEAR_FLAG (op, FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1234
1461 y = op->y; 1241 y = op->y;
1462 1242
1463 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1464 */ 1244 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp)) 1247 if (object::can_merge (op, tmp))
1468 { 1248 {
1469 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1250 tmp->destroy ();
1471 free_object (tmp);
1472 } 1251 }
1473 1252
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1255
1489 op->below = originator->below; 1268 op->below = originator->below;
1490 1269
1491 if (op->below) 1270 if (op->below)
1492 op->below->above = op; 1271 op->below->above = op;
1493 else 1272 else
1494 SET_MAP_OB (op->map, op->x, op->y, op); 1273 op->ms ().bot = op;
1495 1274
1496 /* since *below* originator, no need to update top */ 1275 /* since *below* originator, no need to update top */
1497 originator->below = op; 1276 originator->below = op;
1498 } 1277 }
1499 else 1278 else
1500 { 1279 {
1501 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1503 { 1282 {
1504 object *last = NULL; 1283 object *last = 0;
1505 1284
1506 /* 1285 /*
1507 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if 1288 * Generally, we want to put the new object on top. But if
1513 * once we get to them. This reduces the need to traverse over all of 1292 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time 1293 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed 1294 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1517 */ 1296 */
1518
1519 while (top != NULL) 1297 while (top)
1520 { 1298 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522 floor = top; 1300 floor = top;
1523 1301
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1545 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1325 * stacking is a bit odd.
1548 */ 1326 */
1549 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551 { 1329 {
1552 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1332 break;
1555 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1577 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578 1356
1579 if (op->above) 1357 if (op->above)
1580 op->above->below = op; 1358 op->above->below = op;
1581 1359
1582 op->below = NULL; 1360 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1584 } 1362 }
1585 else 1363 else
1586 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1587 op->above = top->above; 1365 op->above = top->above;
1588 1366
1591 1369
1592 op->below = top; 1370 op->below = top;
1593 top->above = op; 1371 top->above = op;
1594 } 1372 }
1595 1373
1596 if (op->above == NULL) 1374 if (!op->above)
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1598 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1599 1377
1600 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1601 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1602 1386
1603 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1604 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1605 */ 1389 */
1606 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1608 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1609 tmp->contr->socket.update_look = 1; 1393 pl->contr->ns->floorbox_update ();
1610 1394
1611 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1613 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1614 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1402 * of effect may be sufficient.
1619 */ 1403 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1622 1406
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1625 1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1626 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1627 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1628 * 1414 *
1629 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1418 * update_object().
1634 1420
1635 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 { 1423 {
1638 if (check_move_on (op, originator)) 1424 if (check_move_on (op, originator))
1639 return NULL; 1425 return 0;
1640 1426
1641 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1642 * walk on's. 1428 * walk on's.
1643 */ 1429 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1646 return NULL; 1432 return 0;
1647 } 1433 }
1648 1434
1649 return op; 1435 return op;
1650} 1436}
1651 1437
1652/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1655 */ 1441 */
1656void 1442void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1444{
1659 object *tmp;
1660 object *tmp1; 1445 object *tmp, *tmp1;
1661 1446
1662 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1663 1448
1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 { 1451 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1452
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1674 1454
1675 tmp1->x = op->x; 1455 tmp1->x = op->x;
1676 tmp1->y = op->y; 1456 tmp1->y = op->y;
1677 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1678} 1464}
1679 1465
1680/* 1466/*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array. 1471 * global static errmsg array.
1686 */ 1472 */
1687
1688object * 1473object *
1689get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1690{ 1475{
1691 object * 1476 object *newob;
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695 1478
1696 if (orig_ob->nrof < nr) 1479 if (orig_ob->nrof < nr)
1697 { 1480 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL; 1482 return NULL;
1700 } 1483 }
1484
1701 newob = object_create_clone (orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1702 if ((orig_ob->nrof -= nr) < 1) 1487 if ((orig_ob->nrof -= nr) < 1)
1703 { 1488 orig_ob->destroy (1);
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed) 1489 else if (!is_removed)
1709 { 1490 {
1710 if (orig_ob->env != NULL) 1491 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL; 1497 return NULL;
1717 } 1498 }
1718 } 1499 }
1500
1719 newob->nrof = nr; 1501 newob->nrof = nr;
1720 1502
1721 return newob; 1503 return newob;
1722} 1504}
1723 1505
1730 */ 1512 */
1731 1513
1732object * 1514object *
1733decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1734{ 1516{
1735 object * 1517 object *tmp;
1736 tmp;
1737 player *
1738 pl;
1739 1518
1740 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1520 return op;
1742 1521
1743 if (i > op->nrof) 1522 if (i > op->nrof)
1744 i = op->nrof; 1523 i = op->nrof;
1745 1524
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i; 1526 op->nrof -= i;
1749 }
1750 else if (op->env != NULL) 1527 else if (op->env)
1751 { 1528 {
1752 /* is this object in the players inventory, or sub container 1529 /* is this object in the players inventory, or sub container
1753 * therein? 1530 * therein?
1754 */ 1531 */
1755 tmp = is_player_inv (op->env); 1532 tmp = op->in_player ();
1756 /* nope. Is this a container the player has opened? 1533 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player. 1534 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly 1535 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map, 1536 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player. 1537 * and then searching the map for a player.
1761 */ 1538 */
1762 if (!tmp) 1539 if (!tmp)
1763 { 1540 for_all_players (pl)
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env) 1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1766 break; 1544 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 } 1545 }
1772 1546
1773 if (i < op->nrof) 1547 if (i < op->nrof)
1774 { 1548 {
1775 sub_weight (op->env, op->weight * i); 1549 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i; 1550 op->nrof -= i;
1777 if (tmp) 1551 if (tmp)
1778 {
1779 esrv_send_item (tmp, op); 1552 esrv_send_item (tmp, op);
1780 }
1781 } 1553 }
1782 else 1554 else
1783 { 1555 {
1784 remove_ob (op); 1556 op->remove ();
1785 op->nrof = 0; 1557 op->nrof = 0;
1786 if (tmp) 1558 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count); 1559 esrv_del_item (tmp->contr, op->count);
1789 }
1790 } 1560 }
1791 } 1561 }
1792 else 1562 else
1793 { 1563 {
1794 object *
1795 above = op->above; 1564 object *above = op->above;
1796 1565
1797 if (i < op->nrof) 1566 if (i < op->nrof)
1798 {
1799 op->nrof -= i; 1567 op->nrof -= i;
1800 }
1801 else 1568 else
1802 { 1569 {
1803 remove_ob (op); 1570 op->remove ();
1804 op->nrof = 0; 1571 op->nrof = 0;
1805 } 1572 }
1573
1806 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1808 if (tmp->type == PLAYER) 1576 if (tmp->type == PLAYER)
1809 { 1577 {
1810 if (op->nrof) 1578 if (op->nrof)
1811 esrv_send_item (tmp, op); 1579 esrv_send_item (tmp, op);
1812 else 1580 else
1813 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1814 } 1582 }
1815 } 1583 }
1816 1584
1817 if (op->nrof) 1585 if (op->nrof)
1818 {
1819 return op; 1586 return op;
1820 }
1821 else 1587 else
1822 { 1588 {
1823 free_object (op); 1589 op->destroy ();
1824 return NULL; 1590 return 0;
1825 } 1591 }
1826} 1592}
1827 1593
1828/* 1594/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1834add_weight (object *op, signed long weight) 1600add_weight (object *op, signed long weight)
1835{ 1601{
1836 while (op != NULL) 1602 while (op != NULL)
1837 { 1603 {
1838 if (op->type == CONTAINER) 1604 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 } 1606
1842 op->carrying += weight; 1607 op->carrying += weight;
1843 op = op->env; 1608 op = op->env;
1844 } 1609 }
1845} 1610}
1846 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1847/* 1632/*
1848 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1849 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1850 * inside the object environment. 1635 * inside the object environment.
1851 * 1636 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1859 */ 1639 */
1860 1640
1861object * 1641object *
1862insert_ob_in_ob (object *op, object *where) 1642object::insert (object *op)
1863{ 1643{
1864 object * 1644 object *tmp, *otmp;
1865 tmp, *
1866 otmp;
1867 1645
1868 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 { 1647 op->remove ();
1870 dump_object (op); 1648
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1649 if (op->more)
1886 { 1650 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op; 1652 return op;
1889 } 1653 }
1654
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1892 if (op->nrof) 1657 if (op->nrof)
1893 { 1658 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1660 if (object::can_merge (tmp, op))
1896 { 1661 {
1897 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1663 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1902 */ 1667 */
1903 add_weight (where, op->weight * op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1906 op = tmp; 1671 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break; 1674 break;
1910 } 1675 }
1911 1676
1912 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1916 * the linking below 1681 * the linking below
1917 */ 1682 */
1918 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1919 } 1684 }
1920 else 1685 else
1921 add_weight (where, (op->weight + op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1922 1687
1923 otmp = is_player_inv (where); 1688 otmp = this->in_player ();
1924 if (otmp && otmp->contr != NULL) 1689 if (otmp && otmp->contr)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp); 1691 otmp->update_stats ();
1928 }
1929 1692
1930 op->map = NULL; 1693 op->map = 0;
1931 op->env = where; 1694 op->env = this;
1932 op->above = NULL; 1695 op->above = 0;
1933 op->below = NULL; 1696 op->below = 0;
1934 op->x = 0, op->y = 0; 1697 op->x = 0, op->y = 0;
1935 1698
1936 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map) 1700 if ((op->glow_radius != 0) && map)
1938 { 1701 {
1939#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map)) 1705 if (map->darkness)
1943 update_all_los (where->map, where->x, where->y); 1706 update_all_los (map, x, y);
1944 } 1707 }
1945 1708
1946 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1947 * It sure simplifies this function... 1710 * It sure simplifies this function...
1948 */ 1711 */
1949 if (where->inv == NULL) 1712 if (!inv)
1950 where->inv = op; 1713 inv = op;
1951 else 1714 else
1952 { 1715 {
1953 op->below = where->inv; 1716 op->below = inv;
1954 op->below->above = op; 1717 op->below->above = op;
1955 where->inv = op; 1718 inv = op;
1956 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1957 return op; 1723 return op;
1958} 1724}
1959 1725
1960/* 1726/*
1961 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1975 * 1741 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1977 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top. 1744 * on top.
1979 */ 1745 */
1980
1981int 1746int
1982check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1983{ 1748{
1984 object *tmp; 1749 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1750 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1751 int x = op->x, y = op->y;
1988 1752
1989 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
1990 1754
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1756 return 0;
1993
1994 tag = op->count;
1995 1757
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999 1761
2015 1777
2016 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
2018 */ 1780 */
2019 1781
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2021 { 1783 {
2022 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them. 1786 * we don't need to check all of them.
2025 */ 1787 */
2042 { 1804 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1807 {
2046 1808
1809 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
2048 1811
2049 if (op->type == PLAYER) 1812 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1815 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1824 {
2062 move_apply (tmp, op, originator); 1825 move_apply (tmp, op, originator);
2063 1826
2064 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
2065 return 1; 1828 return 1;
2066 1829
2067 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
2079/* 1842/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2083 */ 1846 */
2084
2085object * 1847object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1849{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
2092 { 1851 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1853 return NULL;
2095 } 1854 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2097 if (tmp->arch == at) 1857 if (tmp->arch == at)
2098 return tmp; 1858 return tmp;
1859
2099 return NULL; 1860 return NULL;
2100} 1861}
2101 1862
2102/* 1863/*
2103 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2106 */ 1867 */
2107
2108object * 1868object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1869present (unsigned char type, maptile *m, int x, int y)
2110{ 1870{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1871 if (out_of_map (m, x, y))
2115 { 1872 {
2116 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1874 return NULL;
2118 } 1875 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2120 if (tmp->type == type) 1878 if (tmp->type == type)
2121 return tmp; 1879 return tmp;
1880
2122 return NULL; 1881 return NULL;
2123} 1882}
2124 1883
2125/* 1884/*
2126 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2129 */ 1888 */
2130
2131object * 1889object *
2132present_in_ob (unsigned char type, const object *op) 1890present_in_ob (unsigned char type, const object *op)
2133{ 1891{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1893 if (tmp->type == type)
2139 return tmp; 1894 return tmp;
1895
2140 return NULL; 1896 return NULL;
2141} 1897}
2142 1898
2143/* 1899/*
2144 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1911 * to be unique.
2156 */ 1912 */
2157
2158object * 1913object *
2159present_in_ob_by_name (int type, const char *str, const object *op) 1914present_in_ob_by_name (int type, const char *str, const object *op)
2160{ 1915{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1918 return tmp;
2168 } 1919
2169 return NULL; 1920 return 0;
2170} 1921}
2171 1922
2172/* 1923/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2176 */ 1927 */
2177
2178object * 1928object *
2179present_arch_in_ob (const archetype *at, const object *op) 1929present_arch_in_ob (const archetype *at, const object *op)
2180{ 1930{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at) 1932 if (tmp->arch == at)
2186 return tmp; 1933 return tmp;
1934
2187 return NULL; 1935 return NULL;
2188} 1936}
2189 1937
2190/* 1938/*
2191 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2192 */ 1940 */
2193void 1941void
2194flag_inv (object *op, int flag) 1942flag_inv (object *op, int flag)
2195{ 1943{
2196 object *
2197 tmp;
2198
2199 if (op->inv) 1944 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 { 1946 {
2202 SET_FLAG (tmp, flag); 1947 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2204 } 1949 }
2205} /* 1950}
1951
1952/*
2206 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2207 */ 1954 */
2208void 1955void
2209unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2210{ 1957{
2211 object *
2212 tmp;
2213
2214 if (op->inv) 1958 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 { 1960 {
2217 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2219 } 1963 }
2220} 1964}
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2226 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2227 */ 1971 */
2228
2229void 1972void
2230set_cheat (object *op) 1973set_cheat (object *op)
2231{ 1974{
2232 SET_FLAG (op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2252 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2253 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2254 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc. 1998 * customized, changed states, etc.
2256 */ 1999 */
2257
2258int 2000int
2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2260{ 2002{
2261 int
2262 i,
2263 index = 0, flag; 2003 int index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2266 2005
2267 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2268 { 2007 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2270 if (!flag) 2009 if (!flag)
2271 altern[index++] = i; 2010 altern [index++] = i;
2272 2011
2273 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2274 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2275 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2276 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2277 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2280 */ 2019 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2282 stop = maxfree[i]; 2021 stop = maxfree[i];
2283 } 2022 }
2023
2284 if (!index) 2024 if (!index)
2285 return -1; 2025 return -1;
2026
2286 return altern[RANDOM () % index]; 2027 return altern[RANDOM () % index];
2287} 2028}
2288 2029
2289/* 2030/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2293 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */ 2035 */
2295
2296int 2036int
2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2298{ 2038{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2039 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2305 return i; 2041 return i;
2306 } 2042
2307 return -1; 2043 return -1;
2308} 2044}
2309 2045
2310/* 2046/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2050 */
2314static void 2051static void
2315permute (int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2316{ 2053{
2317 int 2054 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2055 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2056
2328 tmp = arr[i]; 2057 while (--end)
2329 arr[i] = arr[j]; 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2059}
2333 2060
2334/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2067 */
2341void 2068void
2342get_search_arr (int *search_arr) 2069get_search_arr (int *search_arr)
2343{ 2070{
2344 int 2071 int i;
2345 i;
2346 2072
2347 for (i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2074 search_arr[i] = i;
2350 }
2351 2075
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2079}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2091 * there is capable of.
2368 */ 2092 */
2369
2370int 2093int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2094find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2095{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2376 sint16 2097
2377 nx, 2098 sint16 nx, ny;
2378 ny;
2379 object * 2099 object *tmp;
2380 tmp; 2100 maptile *mp;
2381 mapstruct * 2101
2382 mp; 2102 MoveType blocked, move_type;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2103
2387 if (exclude && exclude->head) 2104 if (exclude && exclude->head)
2388 { 2105 {
2389 exclude = exclude->head; 2106 exclude = exclude->head;
2390 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2400 mp = m; 2117 mp = m;
2401 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2403 2120
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2405 if (mflags & P_OUT_OF_MAP) 2123 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2124 max = maxfree[i];
2408 }
2409 else 2125 else
2410 { 2126 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2412 2130
2413 if ((move_type & blocked) == move_type) 2131 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2132 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2133 else if (mflags & P_IS_ALIVE)
2418 { 2134 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break; 2138 break;
2424 } 2139
2425 }
2426 if (tmp) 2140 if (tmp)
2427 {
2428 return freedir[i]; 2141 return freedir[i];
2429 }
2430 } 2142 }
2431 } 2143 }
2432 } 2144 }
2145
2433 return 0; 2146 return 0;
2434} 2147}
2435 2148
2436/* 2149/*
2437 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2151 * distance between the two given objects.
2439 */ 2152 */
2440
2441int 2153int
2442distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2443{ 2155{
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449} 2157}
2450 2158
2451/* 2159/*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2453 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2454 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2455 */ 2163 */
2456
2457int 2164int
2458find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2459{ 2166{
2460 int 2167 int q;
2461 q;
2462 2168
2463 if (y) 2169 if (y)
2464 q = x * 100 / y; 2170 q = x * 100 / y;
2465 else if (x) 2171 else if (x)
2466 q = -300 * x; 2172 q = -300 * x;
2501int 2207int
2502absdir (int d) 2208absdir (int d)
2503{ 2209{
2504 while (d < 1) 2210 while (d < 1)
2505 d += 8; 2211 d += 8;
2212
2506 while (d > 8) 2213 while (d > 8)
2507 d -= 8; 2214 d -= 8;
2215
2508 return d; 2216 return d;
2509} 2217}
2510 2218
2511/* 2219/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 */ 2222 */
2515 2223
2516int 2224int
2517dirdiff (int dir1, int dir2) 2225dirdiff (int dir1, int dir2)
2518{ 2226{
2519 int 2227 int d;
2520 d;
2521 2228
2522 d = abs (dir1 - dir2); 2229 d = abs (dir1 - dir2);
2523 if (d > 4) 2230 if (d > 4)
2524 d = 8 - d; 2231 d = 8 - d;
2232
2525 return d; 2233 return d;
2526} 2234}
2527 2235
2528/* peterm: 2236/* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2532 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2533 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2534 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2535 * functions. 2243 * functions.
2536 */ 2244 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2300 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2596 */ 2302 */
2597
2598
2599int 2303int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2305{
2602 sint16 2306 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2307 int mflags;
2607 2308
2608 if (dir < 0) 2309 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2610 2311
2611 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2624 return 0; 2325 return 0;
2625 2326
2626 /* yes, can see. */ 2327 /* yes, can see. */
2627 if (dir < 9) 2328 if (dir < 9)
2628 return 1; 2329 return 1;
2330
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2334}
2632
2633
2634 2335
2635/* 2336/*
2636 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2637 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2353}
2653 2354
2654
2655/* 2355/*
2656 * create clone from object to another 2356 * create clone from object to another
2657 */ 2357 */
2658object * 2358object *
2659object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2660{ 2360{
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2663 2362
2664 if (!asrc) 2363 if (!asrc)
2665 return NULL; 2364 return 0;
2365
2666 src = asrc; 2366 src = asrc;
2667 if (src->head) 2367 if (src->head)
2668 src = src->head; 2368 src = src->head;
2669 2369
2670 prev = NULL; 2370 prev = 0;
2671 for (part = src; part; part = part->more) 2371 for (part = src; part; part = part->more)
2672 { 2372 {
2673 tmp = get_object (); 2373 tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x; 2374 tmp->x -= src->x;
2676 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2677 if (!part->head) 2377 if (!part->head)
2678 { 2378 {
2679 dst = tmp; 2379 dst = tmp;
2680 tmp->head = NULL; 2380 tmp->head = 0;
2681 } 2381 }
2682 else 2382 else
2683 {
2684 tmp->head = dst; 2383 tmp->head = dst;
2685 } 2384
2686 tmp->more = NULL; 2385 tmp->more = 0;
2386
2687 if (prev) 2387 if (prev)
2688 prev->more = tmp; 2388 prev->more = tmp;
2389
2689 prev = tmp; 2390 prev = tmp;
2690 } 2391 }
2691 2392
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2395
2698 return dst; 2396 return dst;
2699} 2397}
2700 2398
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2721
2722object * 2405object *
2723load_object_str (const char *obstr) 2406load_object_str (const char *obstr)
2724{ 2407{
2725 object * 2408 object *op;
2726 op;
2727 char
2728 filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2729 2410
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731 2412
2732 FILE *
2733 tempfile = fopen (filename, "w"); 2413 FILE *tempfile = fopen (filename, "w");
2734 2414
2735 if (tempfile == NULL) 2415 if (tempfile == NULL)
2736 { 2416 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL; 2418 return NULL;
2739 }; 2419 }
2420
2740 fprintf (tempfile, obstr); 2421 fprintf (tempfile, obstr);
2741 fclose (tempfile); 2422 fclose (tempfile);
2742 2423
2743 op = get_object (); 2424 op = object::create ();
2744 2425
2745 object_thawer 2426 object_thawer thawer (filename);
2746 thawer (filename);
2747 2427
2748 if (thawer) 2428 if (thawer)
2749 load_object (thawer, op, 0); 2429 load_object (thawer, op, 0);
2750 2430
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 * returns NULL if no match. 2439 * returns NULL if no match.
2760 */ 2440 */
2761object * 2441object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2443{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2445 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2446 return tmp;
2770 2447
2771 return NULL; 2448 return 0;
2772} 2449}
2773 2450
2774/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2452 * otherwise return NULL.
2776 * 2453 *
2778 * do the desired thing. 2455 * do the desired thing.
2779 */ 2456 */
2780key_value * 2457key_value *
2781get_ob_key_link (const object *ob, const char *key) 2458get_ob_key_link (const object *ob, const char *key)
2782{ 2459{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2460 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2461 if (link->key == key)
2789 {
2790 return link; 2462 return link;
2791 }
2792 }
2793 2463
2794 return NULL; 2464 return 0;
2795} 2465}
2796 2466
2797/* 2467/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2469 *
2802 * The returned string is shared. 2472 * The returned string is shared.
2803 */ 2473 */
2804const char * 2474const char *
2805get_ob_key_value (const object *op, const char *const key) 2475get_ob_key_value (const object *op, const char *const key)
2806{ 2476{
2807 key_value * 2477 key_value *link;
2808 link; 2478 shstr_cmp canonical_key (key);
2809 const char *
2810 canonical_key;
2811 2479
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL) 2480 if (!canonical_key)
2815 { 2481 {
2816 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2820 */ 2486 */
2821 return NULL; 2487 return 0;
2822 } 2488 }
2823 2489
2824 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2826 */ 2492 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2493 for (link = op->key_values; link; link = link->next)
2828 {
2829 if (link->key == canonical_key) 2494 if (link->key == canonical_key)
2830 {
2831 return link->value; 2495 return link->value;
2832 } 2496
2833 }
2834 return NULL; 2497 return 0;
2835} 2498}
2836 2499
2837 2500
2838/* 2501/*
2839 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2846 * Returns TRUE on success. 2509 * Returns TRUE on success.
2847 */ 2510 */
2848int 2511int
2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{ 2513{
2851 key_value *
2852 field = NULL, *last = NULL; 2514 key_value *field = NULL, *last = NULL;
2853 2515
2854 for (field = op->key_values; field != NULL; field = field->next) 2516 for (field = op->key_values; field != NULL; field = field->next)
2855 { 2517 {
2856 if (field->key != canonical_key) 2518 if (field->key != canonical_key)
2857 { 2519 {
2875 if (last) 2537 if (last)
2876 last->next = field->next; 2538 last->next = field->next;
2877 else 2539 else
2878 op->key_values = field->next; 2540 op->key_values = field->next;
2879 2541
2880 delete
2881 field; 2542 delete field;
2882 } 2543 }
2883 } 2544 }
2884 return TRUE; 2545 return TRUE;
2885 } 2546 }
2886 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2887 2548
2888 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2889 2550
2890 if (!add_key) 2551 if (!add_key)
2891 {
2892 return FALSE; 2552 return FALSE;
2893 } 2553
2894 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2898 * should pass in "" 2558 * should pass in ""
2921 * Returns TRUE on success. 2581 * Returns TRUE on success.
2922 */ 2582 */
2923int 2583int
2924set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925{ 2585{
2926 shstr
2927 key_ (key); 2586 shstr key_ (key);
2928 2587
2929 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2930} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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